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Microphone.Start() stops audio from playing on ios
When I call
Microphone.Start("", true, 4, 44100);
My iphone output volume drops to almost imperceptibly low levels. I suppose this is to keep audio playing from the phone speakers from being recorded, but in my case it's causing all kinds of issues. I would really just like the audio to stay at the normal volume and I can take care of controlling what sounds are playing.
Anyone else run into this or know a work around? I would file a bug but I don't know how to going about doing that (or if it's appropriate).
Thanks, Drew
Answer by cbaltzer · Jul 14, 2013 at 03:42 PM
Also a very late response, but I ran into this issue as well. I found some code to force the audio back to the speaker, and wrapped it into a plugin. Seems to fix it. Download
Thanks so much for this!!! Spent hours and hours trying to track this down!
Thank you very much, man. This is exactly what I needed! Have you considered putting this code on the asset store as a plugin? Other people might like to use it too :)
Answer by RareTrewq · Jun 05, 2013 at 07:26 PM
Very late answer but for anyone else having a similar problem.
When the iPhone is recording from the microphone through Unity it will play any audio through the ear piece instead of the normal speaker. I don't know of any way to actually get around this other than to not be recording from the mike when playing audio.