voices randomly cut out [916]
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Tupper - VRChat Head of Community
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This was fixed a while ago... but it still REALLY RARELY happens in super-full instances of specific worlds.
It's mostly SHELTER
I blame kye
100の人
I encountered this problem just a moment ago.
However, the problem was not that I suddenly could not hear everyone’s voice as before, but that I could not hear certain people’s voices from the time I joined to a world.
Blocking and unblocking did not solve the problem, and I had to rejoin to solve.
Georninja
Things are looking great for now! Sometimes the ear-raping noises still happen, but audio seems to come back successfully!
Raccoonteur
Yes, I too haven't noticed the audio cutting out permanently any more, even though there are still occasional pops.
Tupper - VRChat Head of Community
Current state:
- There's a build available on Steam called audio-bug-betathat has a workaround. Not a fix, per se, but a workaround.We'll be pushing that workaround to Live soon, probably this upcoming week.After that we'll start looking at the actual cause rather than addressing the symptoms.
- The Quest 1 microphone bug is a different, unrelated issue. Please don't post about it in this thread! Solved by an impending Oculus OS update.
- The "network" audio bug is still around, sadly. Focus is still on the "Unity" audio bug, which is the issue OP's post was about.
LoveSongB
Bump
Tupper - VRChat Head of Community
LoveSongB: No need for the bump! That isn't quite how Canny works. :)
LoveSongB
Tupper - VRChat Head of Community: Oh sorry haha
R
Roselion
On Quest 1, currently, the mic does not work at all even after an account merge. May be unrelated but may also be due to compatibility issues.
Tony_Lewis
Roselion: VRChat instructed on announcement not to update OS to prevent that. If you updated already, need to mute once and activate again kind of trick to make it working again.
R
Roselion
Tony_Lewis: the issue here is no mute trick works, mic simply does not work in VRchat. Is there a specific setting you’re referring to in a menu inside the game or is it simply using the mute binding? I’ve tried the latter and checked every option in the menu, but in the menu’s case I may have missed an option? Not sure.
ReploidSham
One thing I noticed is when it happens, IK starts to break down as well. One of the best instances I can get of this to recreate it is unusually full instances (80 people, roughly).
It seems to be distance based as well. The more people are spread out, the less it's going to just die.
Tupper - VRChat Head of Community
in progress
Let's swap this into "In Progress", as in we're making continued active efforts to track down and squash this bug. Apparently, it is a tough one. Give us some time!
|OPERATOR|
Tupper - VRChat Head of Community: I noticed it happens in alot more populated worlds like the pug, also the more recent patches now made some people dissapear completely ontop of it, almost if they are blocked when they aren't, usually for new joining people.
I turned on safety settings when it happened to max and my audio saved itself.
llealloo
Tupper - VRChat Head of Community: thank you so much! this is going to be a huge relief when it is fixed
xantoz・ザントス
Happened today too.
Was annoying today, too.
Kaugumme
xantoz・ザントス: can also confirm it still exists, had it yesterday and voices broke after a loud crack
Tupper - VRChat Head of Community
tracked
Very much aware of this issue becoming far worse over the past few months!
We have been investigating for some time, and are still doing so now.
Raccoonteur
Tupper - VRChat Head of Community: If I had to guess, I'd guess that its the audio limiter/compressor. It didn't start happening until you introduced that, and if I remember correctly, when you first introduced it and people would try to play very loud avatar sounds, they would just go silent instead of being made quieter. With all the popping that occurrs, it seems like the compressor gets confused about how loud the audio actually is. Perhaps the algorithm for loudness is flawed in some way, not dealing with negative values or NaN well. Or perhaps its simply averaging the samples one after the other rather than averaging a moving window of samples, and the pops are so loud that they increase the average so high that it takes forever to come back down, though this would not explain repeated pops with audio immediately returning unless the last pop was just far far louder than the others. And I'm talking about treating the symptoms here rather than the problem I guess because this could explain why it goes quiet, but not why it pops in the first place. The pops in the first place would maybe be the other thing I mentioned above... some flaw in the algorithm to calculate loudness. But not an averaging problem. It would have to be something like a NaN or negative value getting in there somehow and the pop would be the limiter doing the opposite of what it's supposed to be doing briefly. Jut throwing some ideas out there!
llealloo
Tupper - VRChat Head of Community: Excited as heck for this bug to be a thing of the past. Thank you!
Matisan
Raccoonteur: I feel like that's exactly what it is because sometimes the audio returns on its own without reset but volume is slowly rising to normal
rollthered
Raccoonteur: This could also be heightened with the presence of Euler spikes when audio sources hitch and cut off a sample instead of having a decay. Not entirely sure if it is called that since it has been so long since I studied how sample rate in sound is calculated, but it could either be caused by an extremely fast transient (so fast that it breaks the limiters ADSR envelope) or a NaN error as you mentioned with DB levels in excess of what the limiter is capable of. However the first issue should be near to no issue because of Nyquist Shannon sample rate smoothing.
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