Hi Community, Recently I'm working on a VR multiplayer game to make a collaborative environment for users. After developing the network side of it, now I'm working on voice chat capability. After some digging in internet on finding this addon: https://godotengine.org/asset-library/asset/425 I was happy that everything is settled down, but the add-on uses the WebSocketClient method for networking which I don't, I'm using NetworkedMultiplayerENet and my whole project is on that base. I also tried this tutorial: https://www.youtube.com/watch?v=hSM-MYkKrCM&ab_channel=GameVault but it sends voice data every half second and the transmitted data is not smooth at all, it looks like it pauses for a millisecond. Anyways, none of the projects is useful, so I decided to ask the community. I will be grateful for any help you can provide.

Regards

Just a quick update, after a deep dive in the addon code, I managed to run it on NetworkedMultiplayerENet. If anyone interested to have just let me know and I will upload the project here.

If anyone interested to have just let me know and I will upload the project here.

This will likely be helpful to at least one other person in the future, so please upload it :)

a month later

@TwistedTwigleg @Megalomaniak @Calinou I'm having a very confusing problem with the VOIP project while running on android devices. The Project works fine on PC but when I'm running it on two android devices works for a second and its kind of crashes and the voice won't be understandable at all , and the data chunks gets bigger(6,7 Mega Bytes) it's usually 1 or 2 Mega Bytes a chuck. in the original projects it says something for mac users : Users running godot-voip on macOS need to make sure the microphone format in macOS audio settings is equal to the mix-rate in Godot project-settings. I think maybe it's something related to android or the project microphone settings.(microphone format) In the following link : https://youtube.com/watch?v=hSM-MYkKrCM&ab_channel=GameVault Which works on android but not good as VOIP is on PC, uses AudioStreamSample instead of AudioStreamPlayer and after receiving the audio data, changes the format to 16 bits and doubles the mix rate of it. Maybe its related to this. I checked for format and mix rate in AudioStreamPlayer , and its not available for it.

I really need your emergency help.

Regards

Mason

Does the issue only occur on Android? If possible, can you see if there are any errors or similar when running the project on Android through the console/logging on the Android device? That might help if it gives a warning or similar.

I do not have an Android device currently, but my guess is that it could be something like you mentioned with Mac and the microphone settings. What I might suggest doing is making the project save a packet/chunk of microphone data to the Android device and then see if A: it is larger and non understandable and B: see if you can open it in something like Audiacity, to see if it contains audio data. If you can open it in Audacity, my guess would be that it's a different audio mix rate (probably higher quality? That would explain the larger size) than the project settings are expecting and so when it tries to read the audio data, it comes out as non-understandable data.

That is what I would try at least if I was trying to debug this.

a year later