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VOIP Capture/Transmission Sample Rate Issue
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Description

In currently unknown circumstances, VOIP sample rate appears to halve (from 44kHz to 22kHz, or 22kHz to 11kHz, for example) for specific clients connected in MP environment.

Details

Severity
Major
Resolution
Open
Reproducibility
Random
Operating System
Windows 10 x64
Category
Engine
Steps To Reproduce

As the conditions required for this issue to present itself are unclear, reproduction by experimental testing is likely impossible.

The bug was not present prior to the release of 1.17, and therefore the most likely method for isolating the issue would be to diff 1.17 with 1.16.

Additional Information

This has been observed happening across a large sample size (roughly ~100 total) of players making extensive use of VOIP for prolonged periods.

Server uptime and server framerate is confirmed to not affect the prevalence of this issue, as it has been observed at both high server FPS (low playercount) and at all stages of a server's uptime, ranging from a few minutes to close to 6 hours. Restarting the DayZ client restores the original sample rate for the affected players.

It is possible that the engine is *deliberately* reducing the sample rate as a precautionary measure to maintain stability of VOIP at the cost of quality, but it is a tradeoff that should be optional, or dynamically reverted once any detected network / latency issues have cleared.

Event Timeline

mdc created this task.Apr 25 2022, 3:40 AM

Update following further testing; it appears that exiting to main menu and rejoining the server fixes the issue, and therefore does not seem to be linked to DirectSound capture and may instead be networking related.

Aarkyn added a subscriber: Aarkyn.Apr 27 2022, 5:45 AM

Hi @mdc do you think this would cause my issue resembling a noise-gate? Or have you confirmed from 1.17 there is a noise-gate applied to push to talk?