NPC Voice volume also muting Player Voice Comms

Hey there,
I've tested Voice Comms with a friend today for upcoming Roleplaying-Plans. Sadly those plans are shattered right now which carves a big hole in my planned RP-Streaming.

Issue:
When reducing the NPC Voice Volume, the ingame player voice volume also gets reduced. Both settings ("NPC VOICE VOLUME" and "PLAYER VOICE COMMS VOLUME") actually control the same audio.

I have to mute the NPC Audio though, because i'm using my own Ship AI through Voice Attack - Even if i wouldn't use Voice Attack, it's still quite a big issue to not be able to seperate NPC and Player Voice volumes.
Using Odyssey btw - I have to admit, it's frustrating.
 
do not use in game voice comms use discord instead or a steam voip chatroom
Is there a tool or something to make it sound as static as ingame? Like essentially "faking" radio comms?

Edit: I just hope that Frontier fixes this because it's still a bug, even though there might be external workarounds. I mean... we are the players. We are neither here nor payed to fix their problems ourselves.😕
 
no there are no effects on those voip services (but one could look into audio loopback https://rogueamoeba.com/support/knowledgebase/?showArticle=LB-VoIP
too add your own sampled effects possibly (linking the sound to authentically beep like a nasa astronaught after each transmit using voice attack would be relatively simple)

agreed it should just have its own unlinked vol control
yea I too enjoy that static coms spacey feel to elite voip then they go and do something stupid like use the same sound channel as npc voice vol control too rendering it basically unusable (dog and fox cant both be wrong ;) )
 
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