Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by jschhabria · Nov 15, 2013 at 06:41 AM · audiocontinuousreal-timemic

Getting Real-Time Continuous Audio from the Mic

Hi there. So, as the question suggests, I need real time continuous audio from the Mic in Unity. What I mean by continuous is that I don't want to specify any limit such as the one dictated by Microphone.Start(deviceName, true, 5, 44100) Here 5 secs specifies the time for which the Mic input will be recorded.

But, what if I am trying to implement a Push to talk functionality, where the user will hold on to 'S' as long as he/she wants to speak? We dont know the value of that 'S'.

After trying for quite a bit, and looking around on the internet, I got to doing this:

 using UnityEngine;
 using System.Collections;
 
 public class EchoTest : MonoBehaviour
 {
 
     public AudioSource tempSource;
     string deviceName = "";
 
     // Use this for initialization
     void Start()
     {
         
     }
 
     bool m_bIsSpeak = false;
 
     public bool IsSpeak
     {
         get
         {
             return m_bIsSpeak;
         }
         set
         {
             m_bIsSpeak = value;
         }
     }
 
     // Update is called once per frame
     void Update()
     {
 
         if (Input.GetKeyDown(KeyCode.S))
         {
             Debug.Log("PTT Enabled");
             IsSpeak = true;
         }
 
         if (Input.GetKeyUp(KeyCode.S))
         {
             Debug.Log("PTT Disabled");
             StopTheSound();
         }
 
         if (IsSpeak)
         {
             if (!(tempSource.audio.isPlaying))
             {
                 PlayTheSound();
             }
 
         }
 
     }
 
     public void StopTheSound()
     {
         Debug.Log("Stopping the sound..");
         IsSpeak = false;
         Microphone.End(deviceName);
     }
 
     public void PlayTheSound()
     {
         
         tempSource.clip = Microphone.Start(deviceName, true, 5, 44100);
 
         while (!(Microphone.GetPosition(deviceName) > 0))
         { }
 
         tempSource.playOnAwake = false;
         tempSource.loop = false;
         tempSource.Play();
 
     }
 
 }

The problem here is that there is an obvious jerk every 5 seconds, since the mic records for 5 secs then there is a check if it is playing and if not, start to record for 5 secs again! This method is obviously flawed, as if the user begins to speak at the 4th sec he will get cut off from the 5th sec onwards until the recording begins again! :/ What to do guys? Help!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
-1

Answer by kumi360 · Apr 26, 2016 at 06:52 PM

Have you tried getting rid of the GetPosition method? That might reduce some latency.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

18 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Fade audio in and out for Jet Engine 1 Answer

Get the device audio volume 0 Answers

recording sound from different locations? 0 Answers

Sending Microphone Input over Network 1 Answer

How to record stereo sound in Unity 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges