- Home /
Prevent Feedback while recording audio RT
Im trying to use a in-game talk system. problem is Microphone
also records from speaker and it makes a loop back... here is a piece of code I started with:
using UnityEngine;
using System.Collections;
public class AudioInput : MonoBehaviour {
public AudioSource _AudioSource;
// Use this for initialization
void Start () {
BeginListener (0);
}
// Update is called once per frame
void Update () {
}
public void BeginListener(int index)
{
_AudioSource = GetComponent<AudioSource> ();
int min = 0;
int max = 0;
Microphone.GetDeviceCaps(Microphone.devices[index], out min, out max);
_AudioSource.clip = Microphone.Start(Microphone.devices[index], true, 10, max);
while (!(Microphone.GetPosition(Microphone.devices[index]) > 1))
{
// Wait until the recording has started
}
Debug.Log (Microphone.devices.Length);
_AudioSource.loop = true;
_AudioSource.Play();
}
}
there will be atleast 5 players speakin to each other. I think I need to play while not recording or record while not playing (is it possible to miss some audio if I do this? ).
how can I check if audio is recording/playing and how can I then playing/recording ?
work with a threshhold? i’d guess the loop is something common in audioengenering, which you propably have to search in this field.
Your answer
Follow this Question
Related Questions
How to calculate buffer size of OnAudioFilterRead? 1 Answer
Problem with audio 1 Answer
Trying to monitor the incoming audio from external usb interface 0 Answers
3D audio not working on trigger 0 Answers
In-game sound turns off when I play 0 Answers