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Oculus Quest 2 Can't Hear Party

Playing Oculus Quest games with friends over the past few months revealed a major system-broad flaw: about developers don't properly support Oculus Political party phonation chat.

That'south not to put blame on developers – Facebook's system architecture is non-standard and somewhat confusing. The result for players is a Political party voice chat organization that feels similar information technology barely ever works.

The cause isn't a bug – the system is technically working as intended.

At this indicate you may be wondering; what does it even mean to "support" Political party phonation chat, and why does doing and so affair?

The Problem

But similar Xbox Live or PlayStation Network, the Oculus platform lets players invite friends to a 'Party' – a background group vocalism telephone call. Since Quest is architected like a console, you lot can't use 3rd political party alternatives like Discord (at to the lowest degree not backgrounded).

Some games even let you launch direct into a session with your Party – but that's rarely used & unrelated to the issue I'k discussing today.

Quest only lets one app, or the organization, apply the microphone at once. Oculus Platform SDK lets developers disable Party Chat so the microphone is available for their own multiplayer vocalisation chat system:

          Oculus.Platform.VoIP.SetSystemVoipSuppressed(true);        

This method is supposed to be used temporarily, followed by setting it to false when the microphone stops being needed.

But hither's the trouble: most multiplayer Quest games set it to true throughout the unabridged app lifecycle to ensure the microphone is always available. This has serious consequences for players trying to team upwardly & coordinate for your game.

The Consequences

A group of Quest-owning friends decides to play some VR games together. The first hops on and invites the others to a Party. They join and together decide on a game.

Since the game calls SetSystemVoipSuppressed(truthful) on launch and never united nations-suppresses it, each friend will terminate transmitting to & hearing from the others in the Political party immediately upon the game loading.

In the best case scenario – games with intuitive friend-based invite systems (eg. Population ONE) – the grouping of friends will be able to hear each other again relatively soon by creating an in-game party.

In the worst case scenarios – games using invite codes or passwords (eg. Onward) – there is now no way for the friends to grouping upwards & hear each other without taking off their headsets & exchanging the code via their phones (or using the clunky Oculus text chat messaging organisation).

In both cases, the games mute the Political party audio long earlier they've finished loading, pregnant the actor is initially left in a silent black void.

Players experiencing these problems frequently assume either the game or Oculus Party system is broken. A quick "Oculus Party chat not working" Google search confirms this, with leagues of frustrated users.

The Solution

The solution is to but enable SetSystemVoipSuppressed for the times your app needs the microphone, not throughout the full app lifecycle.

When the player exits an agile multiplayer lobby or session, re-enable their Party phonation chat past calling:

          Oculus.Platform.VoIP.SetSystemVoipSuppressed(false);        

They'll be able to coordinate with their friends again to get dorsum into a session. Y'all should leave Political party conversation un-suppressed throughout menus, offline tutorials, and unmarried player content – anywhere except an agile multiplayer lobby.

Given the issues effectually coordinating into lobbies, information technology could even be argued the Political party Chat shouldn't exist disabled until there's more than 1 occupant of the anteroom.

Making these changes will arrive easier & less frustrating for groups of friends to play your game on Oculus Quest.

Source: https://uploadvr.com/dev-oculus-quest-party-voice-chat/

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