Hey all, I am slightly going insane trying to get the attenuation settings of my pawn voip talker component replicated so that the client player can hear the attenuated voice of the server player.
Goal: Proximity-based voice chat for all connected players.
Problem:
- The server can hear all clients based on their proximity. The clients, however, cannot hear other clients or the server based on their proximity; their voice is just omnipresent.
Current functionality:
- My pawn will initialize the voip talker logic on an event that fires after the pawns controller is done with setting up custom functionality.
Specifically: Register with player state > Set Mic Threshold > Make Voice Settings (For Attenuation and Attaching the Voip talker to the component that moves through the level).
- If we are not the server, we will send a server RPC and then do a multicast RPC to setup all of the voice chat logic on all versions of that players’ pawn.
To my understanding this should be all that is required to get this setup and working. But the problem remains, the client will not hear other clients’ players or the server player in a spatialized/attenuated way.
I have tried many different logic flows, but none seem to make any difference at all. Any help and insight would be massively appreciated.