[Bug] NetworkIsPlayerTalking always return false (voice activity not reported) #179
NeenGame
started this conversation in
[BUG] FiveM for GTAV Enhanced
Replies: 5 comments 10 replies
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Thanks, we are looking into this. |
1 reply
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A fix for this bug has been implemented and is available in the latest patch b96/97. Please try again and let us know if the issue persists. Thanks for your help! |
0 replies
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@Gogsi could you please also check localPlayerTalking? Looks like broken also |
0 replies
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I've also had no luck with getting NetworkIsPlayerTalking(PlayerId()) to go true. I've been using this script to test it. https://gist.github.com/knownwolfy/52edfdb7789ea4195d5816f94fa2e2f1 |
4 replies
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Another fix for this bug has been implemented and is available in the August 4 patch. Please try again and let us know if the issue persists. Thanks for your help! |
5 replies
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Summary
On FiveM for GTAV Enhanced, the client natives NetworkIsPlayerTalking(player) always return false/0 for every player (local and remote), even while voice chat works and players can hear each other in proximity. There is no client-side way to detect voice activity, which breaks every "who is talking" HUD/indicator.
Issue type
Client
Repro rate
Always
Server build version
FXServer-early-access b95 linux
OS
No response
CPU
No response
GPU
No response
RAM
No response
Storage type
None
Connection type
None
ISP and bandwidth
No response
DxDiag
No response
Network graph
No response
Platform
None
OS version / distribution
No response
CPU
No response
RAM
No response
Using txAdmin?
None
Hosting provider
None
Machine type
None
/perf endpoint output
No response
DDoS protection
No response
ulimit -n value (Linux only)
No response
Docker Compose file (Docker only)
No response
Steps to Reproduce
CreateThread(function()
while true do
local talking = NetworkIsPlayerTalking(PlayerId())
print('Talking ', talking)
Wait(1000)
end
end)
Expected Behavior
NetworkIsPlayerTalking(PlayerId()) returns true
Actual Behavior
native return false/0 for all players the entire time, despite audio transmitting correctly. Sampling every 1000ms over several seconds of continuous talking never yields a single true.
Evidence
No response
Additional Context
Voice routing works (server-side CreateVoiceChannel/spatial mode 1 deliver proximity audio); only the client detection natives fail. NetworkSetVoiceActive(true) + NetworkSetTalkerProximity(...) beforehand doesn't help. sv_mumble not enabled.
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