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Victor_Kush

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  1. @VibrantNebula It's the same problem for sure. When the player sings, and hold the same note, the audio input is muted after less than 1 second. We still can figure out the note (hertz) a little, but the db level is not consistent. Making our game unable to find out if the player is still singing or not anymore. Indeed the filtering seems to happens in the headset, I was thinking maybe there could be a way to tell the chip to send raw input. We intend to showcase in exhibitions, with headphones so we don't need audio feedback filter, and in the case of exhibitions, I suppose we can take some liberty for a laborious solution, as we don't sell or share the game widely. We could add a wireless microphone taped on the headset, but I was hoping for a better solution.
  2. Hello ! We have the exact same problem with our voice-driven game. Currently working with Unity builtin mic function. But if needed we can switch to windows's. Do you have any new leads to resolve this issue ? Thank you !
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