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The AudioSource have to be 'None'. Then your samples coming from OnAudioFilterRead is treated as the source (and spatialized according to...
With the new access to audio data, yes. You have to do all the streaming and decoding yourself and then feed Unity with the raw audio samples....
You need to wait for Microphone.GetPosition() > 0, before playing.
you need to wait for Microphone.GetPosition() > 0, before playing.
Unity resamples to the samplerate set by AudioSettings.outputSampleRate or the system default (on windows usually 48khz, 44.1khz on mac, 24khz on...
This doesn't seem right? Who's deleting the clip and make a new one? For your pitch detection you probably only need 0.5 s worth of data right?...
Hi, As long as you don't allocate new memory for the buffers in every call, then I doubt the Marshal.Copy will ever be a performance problem....
Cool! You should use AudioSettings.outputSampleRate to get the right frequency instead of hardcoding it (it's 24000 on iOS by default)
All should be fix in the next release :-)
1) Report a bug and attach a simple project showing this. Thanks! 2) Right, this is not possible because in most cases you want to apply the...
The samplerate should match AudioSettings.outputSampleRate Unless you resample yourself
No, you shouldn't use GetOutputData, it's impossible to sync correctly (as you're find out yourself). Use OnAudioFilterRead, and place it either...
I looked into your project. And you have a Channels parameter which is serialized/stored as 2. Then you overwrite it with the number of buffers!?...
You have to wait for Microphone.GetPosition > 0. Then it should work all the time.
Right, you should use clip.GetData() instead. Or you could just play the AudioSource when GetPosition>0. Then you get it realtime with...
From the top of my head: AudioClip clip = Microphone.Start(..); if (Microphone.position > 0) { clip.GetOutputData(...); <-- the input levels }
You should not use GetOutputData from PCMReaderCallback(). Just save the float[] passed to the function to disc. Remember to add a WAV header to...
I'm sorry but that doesn't makes sense ... like at all :-). Can you send me the project showing this weird behaviour?
I can't reproduce this, and I found it hard to believe because GetDSPBuffer is just reading from 2 integers and returning them. Maybe you...
Hi, Have you looked at the local documentation (Documentation/ScriptReference/index.html) shipping with Unity 3.5? There should is example for...