IVoiceCapture Get data return 0 on android , while capturing state is OK

With regard to this Bug UE-58340 , not sure if its related or not,
but on Hawuii G8 , IVoiceCapture->GetCaptureState() return 0 and in the same time VoiceCapture>IsCapturing() is returing true , no errors from states at all, while on other devices works fine. I even tested it on another Hawuii G8 device with the same results , is it a low level bug inside engine related to hardware or what ?

I hope to get any answers from Community.

I was sure 100% from all permissions and .ini settings.

Here is my HeaderFile .

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"

#include "Runtime/Online/Voice/Public/VoiceModule.h"
#include "VolumeCapture.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class MYPROJECT2_API UVolumeCapture : public UActorComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	UVolumeCapture();

protected:
	// Called when the game starts
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
	TSharedPtr<IVoiceCapture> VoiceCapture_V;	
	uint32 VoiceCaptureBytesAvailable;
	TArray<uint8> VoiceCaptureBuffer;
	UPROPERTY(EditAnywhere, BlueprintReadWrite)
		float VoiceCaptureVolume;
};

And here is my CPP file

// Fill out your copyright notice in the Description page of Project Settings.

#include "VolumeCapture.h"
#include "Platform.h"



// Sets default values for this component's properties
UVolumeCapture::UVolumeCapture()
{
	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
	// off to improve performance if you don't need them.
	PrimaryComponentTick.bCanEverTick = true;

	// ...
}


// Called when the game starts
void UVolumeCapture::BeginPlay()
{
	Super::BeginPlay();
	VoiceCapture_V = FVoiceModule::Get().CreateVoiceCapture();

	bool Success = VoiceCapture_V.IsValid(); //VoiceCapture->Start();
	if (Success)
	{
		VoiceCapture_V->Start();
		UE_LOG(LogTemp, Warning, TEXT("Voice capture started successfully"));
		GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Green, "Voice capture started successfully");
	}
	else
	{
		UE_LOG(LogTemp, Warning, TEXT("Voice capture not started successfully"));
		GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, "Voice capture starting failed");
	}
}


// Called every frame
void UVolumeCapture::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
	if (!VoiceCapture_V.IsValid())
	{
		UE_LOG(LogTemp, Warning, TEXT("Voice capture is not valid; skipping the rest of voice capture tick"));
		//GEngine->AddOnScreenDebugMessage(-1, 0.1f, FColor::Red, "Voice Capture is not valid");
		return;
	}
	else
	{
		//GEngine->AddOnScreenDebugMessage(-1, 0.1f, FColor::Green, "valid");
	}
	if (VoiceCapture_V->IsCapturing())
		GEngine->AddOnScreenDebugMessage(-1, 0.05f, FColor::Black, "Capturing data right now");
	else
		GEngine->AddOnScreenDebugMessage(-1, 0.05f, FColor::Black, "Not Capturing");

	
	
	EVoiceCaptureState::Type CaptureState = VoiceCapture_V->GetCaptureState(VoiceCaptureBytesAvailable);	

	UE_LOG(LogTemp, Warning, TEXT("Bytes available: %d\nCapture state: %s"), VoiceCaptureBytesAvailable, EVoiceCaptureState::ToString(CaptureState));

	FString NewString = FString::FromInt(VoiceCaptureBytesAvailable);
	GEngine->AddOnScreenDebugMessage(-1, 0.05f, FColor::Black, NewString);
	VoiceCaptureBuffer.Reset();
	
	if (CaptureState == EVoiceCaptureState::Ok && VoiceCaptureBytesAvailable > 0)
	{
		int16_t VoiceCaptureSample;
		uint32 VoiceCaptureReadBytes;
		float VoiceCaptureTotalSquared = 0;

		VoiceCaptureBuffer.SetNumUninitialized(VoiceCaptureBytesAvailable);

		VoiceCapture_V->GetVoiceData(VoiceCaptureBuffer.GetData(), VoiceCaptureBytesAvailable, VoiceCaptureReadBytes);

		for (int i = 0; i < VoiceCaptureBuffer.Num() / 2; i++)
		{
			VoiceCaptureSample = VoiceCaptureBuffer[i];  //(VoiceCaptureBuffer[i] << 8) | VoiceCaptureBuffer[i];
			VoiceCaptureTotalSquared += ((float)VoiceCaptureSample * (float)VoiceCaptureSample);
		}

		float VoiceCaptureMeanSquare = (2 * (VoiceCaptureTotalSquared / VoiceCaptureBuffer.Num()));
		float VoiceCaptureRms = FMath::Sqrt(VoiceCaptureMeanSquare);
		float VoiceCaptureFinalVolume = ((VoiceCaptureMeanSquare / 32768.0) * 20.f);

		VoiceCaptureVolume = VoiceCaptureFinalVolume;

		GEngine->AddOnScreenDebugMessage(-1, 0.05f, FColor::Blue, FString::Printf(TEXT("VoiceCaptureVolume: %f"), VoiceCaptureVolume));
	}

	if (CaptureState == EVoiceCaptureState::Error)
	{
		GEngine->AddOnScreenDebugMessage(-1, 2.0f, FColor::Emerald, "ERROR");
	}
	if (CaptureState == EVoiceCaptureState::NoData)
	{
		GEngine->AddOnScreenDebugMessage(-1, 0.05f, FColor::Emerald, "NoData");
	}
	if (CaptureState == EVoiceCaptureState::NotCapturing)
	{
		GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Emerald, "NotCapturing");
	}
	if (CaptureState == EVoiceCaptureState::UnInitialized)
	{
		GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Emerald, "UnInitialized");
	}
	if (CaptureState == EVoiceCaptureState::Stopping)
	{
		GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Emerald, "Stopping");
	}
	if (CaptureState == EVoiceCaptureState::BufferTooSmall)
	{
		GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Emerald, "BufferTooSmall");
	}
}	

I really need help in that please

UP, I need serious help plz

Help plz, how I suppose to solve this

up, I need help plz

UP :frowning: , I need help

UP ,need help in this

hi,after using IVoiceCapture to record multiple times on your computer, the sound capture is incomplete, do you know how to fix it?