Hi Sean,
unfortunately I’m home sick today, and I only have a single Mac with me, but I can offer a couple “gotchas” while trying to reproduce the bug; sorry in advance if they seem obvious:
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The voice has to be enabled in the standard way for the OnlineSubsystemNull. (How can I make in game voice communication? - Audio - Unreal Engine Forums)
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The build has to be packaged for Win64 and running side-by-side on two different computers on the same network. (Client & Listen Server) The Client must have a default microphone and speaker set (right click on the sound icon in the windows tray to check) and the Listen server should have a default speaker set, but no default microphone set.
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Make sure the client is actually trying to transmit voice. The code to do so seems to be marked “exec,” (
class APlayerController::ToggleSpeaking(bool bInSpeaking)
) so you should be able to enable that on the Client computer through the console without code, via something like,ToggleSpeaking 1
. Doing this both before and after connecting to the Listen Server twice should ensure that at least a few packets of Voice are transmitted. -
If the Client is connecting successfully, but you can’t hear the voice on the Listen Server, check that voice is enabled and broadcasting and the check that the mic is set on the Client on the OS level. (Sound menu in the system tray)
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If you can hear the Client, then the Listen Server probably has a default microphone set on the OS level. Be careful, as some monitors/webcams/desktops might have microphones built-in, and the OS might pick up on those even if one isn’t plugged into the mic port directly. (Use the sound menu in the system tray to be sure.)