voices too loud, distorted, and low quality after 2025.3.3
available in future release
Catboy Slim
i've noticed ever since monday's update, about half of users' mics have been way too hot, they're clipping. also, i feel like voice quality in general is worse. the voice quality is actually painful, voices are way too loud and it's causing me to get overstimulated and irritable. i cannot enjoy socializing in VR anymore.
Log In
This post was marked as
available in future release
_
_tau_
marked this post as
needs more information
I have been A/B testing previous live (2025.3.2) and current live (2025.3.3p1) extensively now, and also checked the code - I can't detect any change whatsoever in voice audio. The compressor is also configured the same. Do you have per-player voice volumes set? Are you sure you are not on the
steam-audio-beta
build, including verifying game files/reinstalling in Steam?Catboy Slim
_tau_ It seems to be most noticeable on Index mics. my audio settings hadn't changed at all. Unfortunately since it's now in the live build, i can't collect empirical evidence, but is it possible a rollback branch can be arranged?
_
_tau_
Catboy Slim: We can't do a full rollback branch for security reasons, but if you are willing to test I can upload a branch with some vaguely relevant changes reverted.
Catboy Slim
_tau_ sure!
_
_tau_
Catboy Slim: I have set up a special beta branch on Steam named
a-test
, you can opt-in using the password ANQVOCZAQNTCIX134
.Please report if this branch sounds any different on your system! It should otherwise match live.
Catboy Slim
_tau_ it does sound better! :D
Catboy Slim
Here is a recording of me switching between branches: https://files.catbox.moe/wb4goh.mp3
Here is a short recording of the live branch: https://files.catbox.moe/2sbwix.mp3
Here is a short recording of the a-test branch: https://files.catbox.moe/mn3qv2.mp3
Ath'Matar
_tau_ this branch sounds significantly better
Plaster
_tau_ I've been performing some tests with it too and I also can conclude that there's noticibly less clipping in the a-test build.
I've done the tests using an alt account (sowwy) and went to the same world each time and stood on the same spot, which was roughly 2m apart. I loaded a clean speech sample to play through the mic using virtual audio cable and recorded through OBS.
The waveform shows the peaks are being chopped off, though it's not as obvious as listening to the audio. I've put the audio samples into a shared folder. It's definitely the most obvious when the word "market" is being spoken.
Hopefully this is helpful, for the time being I will continue using the test build, it's just easier on the ears.
Photo Viewer
View photos in a modal
_
_tau_
Thank you all, this is super helpful! I'll check the diff again and see if I can form a minimal fix to include in the current 2025.3.4 open-beta cycle. I will message here when I have an update.
Catboy Slim
_tau_out of curiosity, was the change just due to a number being changed somewhere? and if so, could that number be exposed in a config file?
_
_tau_
Catboy Slim: No, and no :) It seems to have been an order-of-operations change that came in as a byproduct of unrelated Steam Audio work. In general, we try to not make audio that configurable, since some things affect worlds. Making worlds sound good is hard enough without adding client-specific configs into the mix.
Catboy Slim
_tau_ gotcha! i do remember before this change, the steam audio beta was a lot quieter than live and the extra headroom was lovely as voices weren't fighting for dominance anymore. if i had my way, the voice volume slider would affect the signal before the compressor, rather than after, but i suppose that's out of scope for this canny. still, i really appreciate your help on this issue!
_
_tau_
Catboy Slim: We have a complete rework of the compressor and gain architecture of Steam Audio in the works right now. It will still apply after the compressor, but with different headrooms and a bit softer overall. Excited to see what people think of that, but that's unrelated to here :)
_
_tau_
The
open-beta
branch (build 1724) should now have a proper fix. Please let me know if this sounds good again so I can close a-test
!Plaster
_tau_ sounds much better, there's the odd case of there still being some clipping but that is most likely because:
- I used a 0dB normalized voice sample, which might be unrealistic to begin with though consistent for testing
- all the volume sliders were at 100% to keep testing consistent
- I was quite close to the other player
Eitherway, it's sooooooo much better than the live build right now.
What surprised me the most is how vastly different the steam audio branch sounds like, but in a good way. I will be testing that branch much more now that the clipping issues have been resolved.
I have uploaded the recordings of build 1724 in case those are going to be needed at some point. https://drive.google.com/open?id=1vq5c49irvFaT775oHaaKiX9JU_hGe71E&usp=drive_fs
Will have to wait until friday to see how these changes perform in larger instances, but until then
Thanks for the fixes!
Photo Viewer
View photos in a modal
_
_tau_
Plaster: Data is clipped in [0,1] on entering and exiting the OPUS compressor step over the network. This has always been the case however. It usually does not present any issues, as all voice gain is applied on the receiver, meaning for this to present an issue, the microphone on the sender needs to produce samples outside the range [0,1], which usually indicates a misconfiguration more than anything.
Catboy Slim
Plaster i don't like the steam audio beta compared to the open beta (and i much preferred when it was quieter), there's no bass in people's voices and they're louder than the regular beta, the compressor is working harder and voices are crunchier. and voice falloff doesn't apply until you're like 10 feet away. people sound about twice as close as they actually are, and i am definitely getting overstimulated faster.
StormRel
marked this post as
tracked
Omnyx
I don't know if the falloff or compression changed, or something else, but voices definitely sound different now. People with awful mics (that clip or otherwise distort their voice) sound more awful, and people whose mics were fine now sound like they have awful mics. This effect compounds with proximity.
So far my workaround has been to set my voice volume to 75% and use earmuffs, which lowers the volume, but it doesn't reduce the distortion.
Catboy Slim
awful!!!
Photo Viewer
View photos in a modal
Catboy Slim
longer sample from the same recording
Photo Viewer
View photos in a modal
StormRel
marked this post as
needs more information
Which beta are you referring to? Currently Open Beta and Live builds are exactly the same. Did opting out fix the issue?
Catboy Slim
StormRel i am not in any beta.
Catboy Slim
StormRel i am not referring to any beta. opting out does not fix the issue, as the issue is on live.