private void Update()
        {
            CheckForErrorOnCall(MicStream.MicSetGain(InputGain));

            if (Input.GetKeyDown(KeyCode.Q))
            {
                CheckForErrorOnCall(MicStream.MicStartStream(KeepAllData, false));
            }
            else if (Input.GetKeyDown(KeyCode.W))
            {
                CheckForErrorOnCall(MicStream.MicStopStream());
            }
            else if (Input.GetKeyDown(KeyCode.A))
            {
                CheckForErrorOnCall(MicStream.MicStartRecording(SaveFileName, false));
            }
            else if (Input.GetKeyDown(KeyCode.S))
            {
                string outputPath = MicStream.MicStopRecording();
                Debug.Log("Saved microphone audio to " + outputPath);
                CheckForErrorOnCall(MicStream.MicStopStream());
            }

            gameObject.transform.localScale = new Vector3(minObjectScale + averageAmplitude, minObjectScale + averageAmplitude, minObjectScale + averageAmplitude);
        }
    private void Awake()
    {
        // Create and initialize the chorus filter.
        if (UseChorus)
        {
            chorusFilter         = gameObject.AddComponent <AudioChorusFilter>();
            chorusFilter.enabled = true;
            UpdateChorusFilter();
        }

        // Create and initialize the echo filter.
        if (UseEcho)
        {
            echoFilter         = gameObject.AddComponent <AudioEchoFilter>();
            echoFilter.enabled = true;
            UpdateEchoFilter();
        }

        // Confgure the microphone stream to use the high quality voice source
        // at the application's output sample rate.
        MicStream.MicInitializeCustomRate(
            (int)MicStream.StreamCategory.HIGH_QUALITY_VOICE,
            AudioSettings.outputSampleRate);

        // Set the initial microphone gain.
        MicStream.MicSetGain(InputGain);

        // Start the stream.
        // Do not keep the data and do not preview.
        MicStream.MicStartStream(false, false);
        MicStream.MicPause();
    }
        private void Awake()
        {
            audioSource = GetComponent <AudioSource>();

            int errorCode = MicStream.MicInitializeCustomRate((int)Streamtype, AudioSettings.outputSampleRate);

            CheckForErrorOnCall(errorCode);
            if (errorCode == 0 || errorCode == (int)MicStream.ErrorCodes.ALREADY_RUNNING)
            {
                if (CheckForErrorOnCall(MicStream.MicSetGain(InputGain)))
                {
                    audioSource.volume = HearSelf ? 1.0f : 0.0f;
                    micStarted         = CheckForErrorOnCall(MicStream.MicStartStream(false, false));
                }
            }
        }
Beispiel #4
0
    // Update is called once per frame
    void Update ()
	{
        if (Input.GetKeyDown(KeyCode.W))
        {
            samplingData.Clear();
            CheckForErrorOnCall(MicStream.MicStartStream(KeepAllData, false));
            CheckForErrorOnCall(MicStream.MicSetGain(InputGain));

            _isStart = true;
        }
        else if (Input.GetKeyDown(KeyCode.S))
        {
            _isStart = false;
            CheckForErrorOnCall(MicStream.MicStopStream());
            WriteAudioData();

        }
	}
        private void Awake()
        {
            CheckForErrorOnCall(MicStream.MicInitializeCustomRate((int)StreamType, AudioSettings.outputSampleRate));
            CheckForErrorOnCall(MicStream.MicSetGain(InputGain));

            if (!ListenToAudioSource)
            {
                this.gameObject.GetComponent <AudioSource>().volume = 0; // can set to zero to mute mic monitoring
            }

            if (AutomaticallyStartStream)
            {
                CheckForErrorOnCall(MicStream.MicStartStream(KeepAllData, false));
            }

            print("MicStream selector demo");
            print("press Q to start stream to audio source, W will stop that stream");
            print("It will start a recording and save it to a wav file. S will stop that recording.");
            print("Since this all goes through the AudioSource, you can mute the mic while using it there, or do anything else you would do with an AudioSource");
            print("In this demo, we start the stream automatically, and then change the size of the gameobject based on microphone signal amplitude");
        }