>>291954020
spent some time trying to do the combine voice filter. https://www.youtube.com/watch?v=JdsgFu5bMvQ has a bunch of the samples from the original game. Downloading the audio with youtube-dl and sticking it into audacity, spectrogram mode in mel scale, you can see that most of the energy is in the 300-2.5kHz range, with some harmonics extending to, about 6k, and a special key-up tone at the end.

For recreation, I pitch-shifted the input voice down an 8 semitones; which will vary based on your input vocal range. Real walkie talkies have a pretty limited audio frequency range, about 200Hz-3.125kHz. I used 2 4pole high/lowpass filters. Then to simulate the tiny speaker on the other end I added gain and hard-clip distortion, and finally just to try to match the audio spectrum of the original samples, another EQ, boosting 500Hz and 2000Hz. Then I grabbed the actual key-up tone from the original samples and spliced it in, which actually adds a lot to the effect. Implementation in bitwig, stepping through the filter stack:

https://streamable.com/3s3zth 

Could use more tweaking, but I think it's the right fundamentals. The pitch shift, bandpass, hard-clip and second EQ should be straightforward in any other daw and will work in realtime. To do the key-up tone you'd probably want to use openvr advanced settings to bind a button to play the sound through some soundboard thing; I think voicemeter potato has one built-in, which you'll want to route the DAW into vrchat input anyway.