goatchurchprime / two-voip-godot-4

MIT License
38 stars 8 forks source link

Very very bad audio from a remote machine #34

Open goatchurchprime opened 3 days ago

goatchurchprime commented 3 days ago

Packets were being sent from a Nixos machine set to 48kHz that were 960 samples long (for 20ms), but with everything after the first 512 samples set to zero. There is no way in the code for this happen.

Removing the zeros to pack in the data and speeding up by 1.4times almost got it to sound the right pace, though still robotic

The opus packets sent to that remote machine were unpacked with reportedly good sound.

Awaiting tests on remote machine for results of:

1) whether the bad audio problem is experienced with https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record

2) whether the problem shows up in twovoip/example playback when the example/addons/twovoip directory is deleted which causes it to use only native Godot nodes to collect, chunk and replay the audio packets.

The same machine booted to Windows gave good audio for a while, but which progressively became more broken as if more and more samples in each packet was getting corrupted. It progressed at the rate of a known issue on Windows (replicated by me) of the microphone time buffering up to 7 seconds after an hour of operation https://github.com/godotengine/godot/issues/80173