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(+2)

Hey YeahMaybe me again.

I did some more testing should it help.

my antivirus put the godot program into untrusted because of missing digital signature, but making it trusted seemed not to help too much but heres the interesting thing I found.

So despite the wavelength not showing any blips, the audio IS recorded. But it doesnt show it. Nor does it play back on my headset. It however does play it back when i run it on my speakers for some reason? I dunno what could be causing this but i hope that's some help o3ob

Thank you so much for taking time to investigate the issue. What you've reported is incredibly baffling though. So, if I've got this correct, all game audio works except the user voice playback, which will only play if you've chosen your speakers as the output device?

And the waveform appears for the voice clips, but not the user voice recording, but the user voice is actually recorded? That's the weirdest part, because the waveform sampling and user recording uses the exact same audio bus. ...what on Earth...

(+1)

Okay i did more testing and i have solved the issue. And this may be a good thing to mention for anybody who uses this cause it's a pretty popular brand.

I am using a Steelseries Arctis 9 headset that comes with software for use. One of which deals with audio stuff. Sonar, which is a setting for increased audio control in the Steelseries GG client, messes with the game. I turned it off and with the same mic input and same output, it now shoes the wavelength and works. So should this error occur for anybody else you can point them towards that :D

I seem to have the same exact issue as well, except I'm using a Logitech G Pro X.

Yet again, I thank you very much for your sleuthing. Proprietary audio software is of course something I have no experience with; I will have to consult the Godot community and find out if it's an issue with my code hopefully, and not a problem with the Godot Engine itself.