No Voice(audio) Output

I am just setting up a UE5.4.4 AR scene with Convai.
I created just a simple ConvaiBaseCharacter and a simple ConvaiBasePlayer to test the system

When I play, I get the Convai prompt and the character responds but I hear no audio.
I placed an ambient sound actor in the scene and I hear that.

Are there any suggestion where I may have messed up?

Here is the output Log:
ConvaiSubsystemLog: gRPC Creating Channel…
ConvaiSubsystemLog: UConvaiSubsystem Started
ConvaiSubsystemLog: Start Run
LogWorldMetrics: [UWorldMetricsSubsystem::Initialize]
LogPlayLevel: PIE: World Init took: (0.000983s)
LogAudio: Display: Creating Audio Device: Id: 4, Scope: Unique, Realtime: True
LogAudioMixer: Display: Audio Mixer Platform Settings:
LogAudioMixer: Display: Sample Rate: 48000
LogAudioMixer: Display: Callback Buffer Frame Size Requested: 1024
LogAudioMixer: Display: Callback Buffer Frame Size To Use: 1024
LogAudioMixer: Display: Number of buffers to queue: 1
LogAudioMixer: Display: Max Channels (voices): 32
LogAudioMixer: Display: Number of Async Source Workers: 4
LogAudio: Display: AudioDevice MaxSources: 32
LogAudio: Display: Audio Spatialization Plugin: None (built-in).
LogAudio: Display: Audio Reverb Plugin: None (built-in).
LogAudio: Display: Audio Occlusion Plugin: None (built-in).
LogAudioMixer: Display: Initializing audio mixer using platform API: ‘XAudio2’
LogAudioMixer: Display: Using Audio Hardware Device Speakers (Realtek(R) Audio)
LogAudioMixer: Display: Initializing Sound Submixes…
LogAudioMixer: Display: Creating Master Submix ‘MasterSubmixDefault’
LogAudioMixer: Display: Creating Master Submix ‘MasterReverbSubmixDefault’
LogAudioMixer: FMixerPlatformXAudio2::StartAudioStream() called. InstanceID=4
LogAudioMixer: Display: Output buffers initialized: Frames=1024, Channels=2, Samples=2048, InstanceID=4
LogAudioMixer: Display: Starting AudioMixerPlatformInterface::RunInternal(), InstanceID=4
LogAudioMixer: Display: FMixerPlatformXAudio2::SubmitBuffer() called for the first time. InstanceID=4
LogInit: FAudioDevice initialized with ID 4.
LogAudio: Display: Audio Device (ID: 4) registered with world ‘HandheldARBlankMap’.
LogAudioMixer: Initializing Audio Bus Subsystem for audio device with ID 4
LogLoad: Game class is ‘BP_ARGameMode_C’
LogWorld: Bringing World /Game/HandheldAR/Maps/UEDPIE_0_HandheldARBlankMap.HandheldARBlankMap up for play (max tick rate 60) at 2025.05.15-07.54.40
LogBlueprintUserMessages: [CBC_CovaiTestCharacter_C_1] No Lip Sync component found - To enable lipsync please add the FaceSync component to your character.
LogWorld: Bringing up level for play took: 0.000954

Hello @Chris,

Welcome to the Convai Developer Forum!

Could you please show me your Player and NPC Blueprints?

Thank you for your response -

Here are the ConvaiBaseCharacter and ConvaiBasePlayer.

Mind you these are built upon the AR Template


What is the parent class of these blueprints?

The top one’s parent is ConvaiBaseCharacter and the lower is ConvaiBasePlayer.

I replaced my character with a different character I created from a prior version product and the audio works.

This was my final intention.

However, I am still wondering, out of the box what would cause a default player and character to turn off audio?

Cheers

That does sound unusual, and to be honest, I haven’t encountered this issue before. It’s possible that some settings may have been accidentally modified or disabled. Especially if you were customizing components or blueprints. Unfortunately, without more details or being able to reproduce it, it’s hard to pinpoint the exact cause.

That said, I’m really glad to hear that your issue has been resolved by switching to another character!

Thank you for your assistance!

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