Audio Reverb Zone stopped echoing back the player's voice in Recent Bulild.
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yoshio_will
Audio Reverb Zone used to reflect the player's voice, but it is no longer reflected in recent builds. As a result, worlds like the mic check world no longer work.
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るーにゃ@xlwnya
I tested method VarYU says and it still not works.
I tested "Audio Reverb Zone", "Audio Reverb filter", "Audio Echo Filter".
But none of them echoing back local player's voice.
るーにゃ@xlwnya
We need any method to test self voice.
Fax
tracked
Thanks for reporting this!
Fax
Merged in a post:
Audio Reverb Filter doesn't work when it is added to reference camera in SDK3.
サックー
It works if you add the Audio Listener to a separate object from the reference camera and add the Audio Reverb Filter to it.
But it's inconvenient and should be fixed.
SDK Version 2021.06.03.14.57
ばーゆ ⁄ VarYU
The following canny article mentions that a similar component, the "Audio Reverb filter", is not working as well, and shows a way to solve the problem.
If you do the same operation, this problem may be solved as well.
ばーゆ ⁄ VarYU
I have researched this issue with this topic owner and will provide more detailed information below.
- There was a known bug in SDK3 where the "Audio Reverb filter" (for voice echo) did not work.
- In this time, We ware able to find out the conditions under which it stopped working.
・"Audio Reverb filter" does not work if the "Audio Listener" is specified as the Reference Camera in "VRCWorld" prefab.
In the initial state of Unity's Scene, the "Audio Listener" is originally attached to the Main Camera, and in many cases, the Main Camera is attached to the Reference Camera in world creation in order to set the "Post Processing" settings and the "culling distance between players" (it called "loving distance" in Japanese).
For this reason, the Audio Reverb filter has been thought to be non-functional.
So now, the smartest way to work around this bug is to remove the "Audio Lisnter" from the Main Camera and attach the "Audio Listner“ and ”Audio Reverb filter“ to a new, empty object.
Once this SDK3 bug is fixed, we can attach the "Audio Reverb filter" directly to the Reference Camera, and it should work (as you expected).
(Here is a canny that reported the same phenomenon regarding player voice with a similar component.)
Faxmashine
ばーゆ ⁄ VarYU: Your fix still works, thank you. Though it doesn't work in the Unity Editor. An official fix would be most welcome
ばーゆ ⁄ VarYU
Currently, the player's own voice is NOT reverberate by using this method.
Only other people's voices and world sound effects have the reverb filter applied.
aiya000(あいや)
FYI: A sample avatar is here :)
Dephy
Definitely would love to bring back the "self-echo"! Adds a lot of flavor to areas, really feels off when you can only hear echoes from others.
Tony_Lewis
=Sample worlds=
Murder3 (wrld_726c8a44-8222-4858-8b33-49e70d495b62)
At inside Lighthouse
Jasper Raine
my preference for this would be to be able to choose if you want it to affect the player's voice or all other sounds or both.
yoshio_will
Jasper Raine: I agree. I saw in another post that some users don't want their own voices echoed back.
orels1
yoshio_will: there was an issue with your own voices because they were delayed by 0.5s, so if that's fixed - that will already be much better. but in a perfect world - we'd be able to choose for sure