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Question by Chizukoo · Jun 18, 2019 at 11:20 AM · audiosoundmicrophoneingamelive

Live Ingame sound doesn't work with headphones

I'm trying to have live in-game sound. Somebody is doing stuff in VR, and another person can make a character talk in game. It has to be live. It works so far but when I plug in headphones the microphone and sound don't work anymore. Without headphones, the microphone works and in-game sound too but it's very bad quality and a lot of static. How do I fix the in-game sound, and how do I make headphones work?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Audio;
 
 
 public class LipSync : MonoBehaviour
 {
     public AudioSource audiosource;
 
     public AudioClip audioClip;
     public bool useMirco;
     public string selectedDevice;
     public AudioMixerGroup mixerGroupMic, mixerGroupMas;
 
 
     float[] samples;
     public int parts = 1024;
 
 
 
     void Start()
     {
         samples = new float[parts];
 
 
         //micro input
 
         if (useMirco)
         {
             if(Microphone.devices.Length > 0)
             {
                 selectedDevice = Microphone.devices[0].ToString();
                 audiosource.outputAudioMixerGroup = mixerGroupMic;
                 audiosource.clip = Microphone.Start(selectedDevice, true, 3400, AudioSettings.outputSampleRate);
             }
             else
             {
                 useMirco = false;
             }
         }
 
         if (!useMirco)
         {
             audiosource.outputAudioMixerGroup = mixerGroupMas;
             audiosource.clip = audioClip;
         }
 
         audiosource.Play();
 
     }
 
     float Volume()
     {
         float volume = 0;
         if (audiosource.isPlaying)
         {
             for (int can = 0; can < 2; can++)
             {
                 audiosource.GetOutputData(samples, can);
                 for (int i = 0; i < parts; i++)
                 {
                     volume += Mathf.Abs(samples[i]);
                 }
             }
             volume = volume / parts;
         }
         return volume;
     }
 
 
 
     void Update()
     {
         transform.position = transform.parent.position - transform.up * Volume();
     }
 }
 
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