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Question by XenonSpher · Jun 22, 2016 at 05:07 AM · listbuild errormicrophonemultiple-monitorslatency

Microphone is late in built version after I created multiple screen feature.

Hi I'm making somekind of VJ software in unity and I have this script that lets your Microphone Audio be recognize as a Spectrum so when I speak in my microphone my graphics will move. check out my pic.

alt text

everything was fine in the Unity Editor, the microphone recognition was never late, Even when I created the multiple screen(because i want 2 screen: 1 for the Interface and 1 for the graphics only) but when I built it and run it. the Microphone seems so late. I know the reason of this might be when I created the multiple screen feature. I know this because I've already built it without the multiple display feature. and it works fine. anyway here's the script.

 using UnityEngine;
 using System.Collections;
 
 public class AnalyzeAudioC : MonoBehaviour {
 
     public GameObject prefab;
     public int numberOfObjects = 20;
     public float radius = 5f;
     public GameObject[] cubes;
 
 
     void Start () 
     {
         GetComponent<AudioSource>().clip = Microphone.Start("Built-in Microphone", true    , 10, 44100);
         GetComponent<AudioSource>().loop = true;
         while(!(Microphone.GetPosition(null)>0))
         {}
         GetComponent<AudioSource>().Play();
         for (int i = 0; i < numberOfObjects; i++) 
         {
             float angle = i * Mathf.PI * 2 / numberOfObjects;
             Vector3 pos = new Vector3 (Mathf.Cos (angle), 0, Mathf.Sin (angle)) * radius;
             Instantiate (prefab, pos, Quaternion.identity);
         }
         cubes = GameObject.FindGameObjectsWithTag ("Cubes");
     }
 
     // Update is called once per frame
     void Update () 
     {
         
         float[] spectrum = AudioListener.GetSpectrumData (1024, 0, FFTWindow.Hamming);
         for (int i = 0; i < numberOfObjects; i++) 
         {
             Vector3 previousScale = cubes [i].transform.localScale;
             previousScale.y = Mathf.Lerp(previousScale.y, spectrum [i] * 40, Time.deltaTime* 30);
             cubes [i].transform.localScale = previousScale;
         }
     }
 }


and this here is the the multiple display script

 using UnityEngine;
 using System.Collections;
 
 public class DisplayScript : MonoBehaviour {
 
     // Use this for initialization
     void Start () 
     {
         Debug.Log ("display connected: " + Display.displays.Length);
         if (Display.displays.Length > 1)
             Display.displays[1].Activate ();
         if (Display.displays.Length > 2)
             Display.displays[2].Activate ();
     }
     
     // Update is called once per frame
     void Update () {
     
     }
 }
 
 

spiral.jpg (48.9 kB)
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avatar image XenonSpher · Jun 20, 2016 at 07:02 AM 0
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ok I just realize something. the build file without the multiple display version is a little late. but not that late compared to the build version with the multiple display. I didn't notice this because it was never that late really, maybe about a little less that 0.5 seconds. but the built version was very noticable.

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