we’re using Fmod with Photon Voice 2 on Oculus Quest and I’m running into an issue that I can’t get to the bottom of.
For us microphone on a Quest 2 is way louder than on a Quest 3, also the Quest 2 exhibits heavy feedback where output voice is picked up by the microphone again.
Quest 2 & 3 mics are normally the same volume, this does also not happen using Unity Audio instead of Fmod.
This could very well be a problem in the Photon Voice Fmod integration, but I wanted to ask here in case someone has a pointer in a direction I could investigate.
I didn’t see anything in the logs (with api error logging), tried disabling all AEC, AGC, and Noise supression on the Photon Voice Recorder, Photon Integration code also looked ok when looking over it.
For mic selection I’m using the default device (fmod id 0).
Quest mics have 2 channels maybe that’s something?
I might have found a potential fix, setting the output mode on android from auto (aaudio was the default afaik) to opensl es resolved the issue for me.
We’re currently looking into an issue with AAudio’s device selection when there are multiple recording devices available. I suspect in this case that the default selected by FMOD is different to Unity’s default, and this device is much louder.
If this the case, you could try using something other than the default device with AAudio and see if it’s quieter.
Can you please give that a shot and let me know if it makes a difference at all?
yes, when using the second available input device it works as expected.
First I thought that the second device doesn’t work at all, but turns out there was a bug in the Photon Fmod integration so that it always used the default (0) device no matter what you specified.
Thanks for confirming- the recording device you have selected now has echo cancellation enabled, so it will be quieter and have less feedback. Prior to 2.02.19 the only device we presented was the default, which would be why Photon doesn’t give you any other options.
All that said, if this is indeed the issue I am not sure why OpenSL, Quest 3, and Unity would be playing back with echo cancellation enabled, since we only implemented that in AAudio- I can reproduce a noisy OpenSL and a quiet AAudio on my end, but not the other way around as in your case.
As I mentioned earlier, we are currently investigating some device selection issues with Android, and I have passed on these issues to the Dev team to help with their investigation.
For now it would be best to continue using either OpenSL or AAudio input device 1, and keep an eye on our release notes for any Android changes.