04-29-2019 01:30 PM
We're making SoundSelf, an accessible voice-driven experience for Vive. The player interacts with the game by making sustained sounds with their voice. However, Vive's noise suppression algorithm identifies any sustained sound longer than 3/4 of a second as background noise, and attenuates it by 40-60 dB. Unfortunately, this makes our game unplayable on the Vive platform — the player's input is being deleted.
Like other voice-perception technologies, our technology works best with unprocessed audio. Windows 10 includes a "raw" flag in its audio API for voice recognition applications. Oculus implements WASAPI raw mode in its mic audio driver, allowing us to easily circumvent noise suppression there. Vive, however, does not — and I have been unable to find any API call or user-facing option to do so.
While I'm very excited to make a product for Vive, our team has made the decision to suspend all development for the platform until this issue can be resolved.
04-30-2019 01:13 AM
Could you please tell us, at which exact type of the device you want to implement your requirement?
Prof. 3D Sound
04-30-2019 11:03 AM
Our product is designed to work with all current OpenVR headsets including Vive and Vive Pro. The driver for the Vive microphone should implement WASAPI raw mode, or some other method allowing applications to bypass its noise suppression.
05-19-2019 11:35 PM
Glad to see the response from you, may I know if your content provides the communication function? we may encounter the echo problem if we bypass the noise reduction algorithm. Anyway, we have seen your question and will bring it back for further discussion.
Pardon the slow reply. No, our software does not incorporate any voice chat function and all record/replay functions are carefully managed. Our team is proficient in sound design and DSP, and we can deal with any acoustic echo or feedback-loop issues that arise.