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If it helps your troubleshooting, Spacemen runs on UE4 and uses pretty much all default settings for audio in regards to that.
The microphone input is pulled from Windows "Default Communication Device" and the audio input is pulled from whatever your default device is on Windows. How this translated to Proton -- I'm not sure.
I wonder if the best solution would be to allow you to select your device from this list of those currently connected, as suggested in this UE forum post (https://forums.unrealengine.com/development-discussion/c-gameplay-programming/68648-selecting-and-enumerating-audio-devices) instead of just using the default communication device. Such a feature would also be really helpful to Windows users as they could just change their device in game.
ADDENDUM: I have since made the switch to Linux and am indeed suffering the same microphone problem. I did a little digging into Wine's code that handles opening the microphone, and found that it doesn't pay any special attention to the Default Communication Device concept and opens the actual default device instead. I'm not sure why that would cause a problem, though, because the Steam API also opens the Default Communication Device and Garry's Mod, running under Proton, works just fine.
Also, I feel that another nice diagnostic feature here (which would be easier for the devs to implement than the "pick device from menu" idea) would be a test button that plays your mic audio back to you on the options menu, so that you can figure out exactly which mic is being picked up, and how well it's working, before hopping into a game.