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Thanks for the heads up Soren. I thought I remembered reading that at the end of the loop a new buffer was allocated. Perhaps I mis-understood....
Hey thanks, glad to see you guys like it :) I am rather concerned about this. Here is the problem: Microphone.Start takes four arguments -...
Hello, hello, I have mostly success. Check it out, feedback welcome. The code can detect a blow, and won't trigger from a whistle, click, tap,...
Alright, well have success. It's still a little buggy, but it works well enough. The script shown can detect a blow, and won't be tricked by...
So now I have a (slight) new problem. It is correct that waiting for Microphone.GetPosition > 0 ensures it never fails. However, this causes...
Ah I see! I was getting stuck because calling audio.Play() every frame seems to stop the GetOutputData from working. I will have play around...
Ok, this is starting to make more sense. I have got this script so far... (I am not very good at audio, so forgive me for mistakes). using...
In theory soren's example should work, however it's not so easy. Microphone.Start() records the input data to a clip (for a set amount of...
I have started a thread here about attempting to do this natively in Unity. I have made some progress with the new 3.5 Microphone class, and I...
The resulting tutorial of this thread to eventually turn into a top-down read, containing the theory and implementation of audio interaction. Here...
Ok so I see how the class is structured now. I am a little uncertain as to why you can't just turn the device on and query the frequency / volume...
Hey Dan, Thanks for that heads up there. It only took me about 3 hours to figure out that I in-fact didn't have Unity 3.5 installed. See I set...
Hey everyone, I know there are bits and pieces about this around at the moment, but I am hoping this thread can bring them into one concise,...
Since I read your last reply I have been look for the Microphone class in the docs (for about an hour), but cannot find it. Could you post a link...