Reply by stkengineering | 2024-10-16 20:07:04
Attachments:
Reply by k3kalinix | 2024-10-16 20:10:54
<@365628745886859267>
Reply by focuskontrol | 2024-10-23 20:45:37
I still face the issue in 5.3 and 5.4 and it’s pretty annoying. Just for the record, do you guys have it working stable in some Unreal setup?
Reply by freezfast | 2024-10-23 21:30:44
Are you guys using multiplayer or have set the multiplayer bool? interrupted speech and desync is known when multiplayer is turned on
Reply by freezfast | 2024-10-23 21:30:57
Additionnaly is there any error messages when the speech is interrupted?
Reply by focuskontrol | 2024-10-24 19:40:35
ok, when I disabled ‘Run On Server’ on the Start Talking the response is very smooth, it’s a great start.
When I enable it, basically all responses are cut short and in the log I get many rows like this:
ConvaiAudioStreamerLog: PlayLipSyncWithPreGeneratedDataSynced: Failed to detect New LipSync Chunk due to insufficent audio chunks NumAudioChunks: 0 NumLipSyncChunks: 0 FrameIndex:0 ChunkFrameCounter: 265 ExpectedFrameCount:102.000000 ChunkFrameCounter: 265
Reply by freezfast | 2024-10-24 22:20:28
Yes indeed, it’s a known issue if you have enable Run On Server while also having the facesync component, we’re still working on it