Esempio n. 1
0
        /// <summary>
        /// Start the record.
        /// </summary>
        /// <param name="audio">Audio source (Unity).</param>
        /// <param name="microphone">Microphone.</param>
        /// <param name="seconds">Record length in seconds.</param>
        public static void Start(AudioSource audio, FlapiMicrophone microphone, int seconds)
        {
            sourceIsFile = false;
            _sampleRate = microphone.maxSamplingRate;

            // Check sample rate.
            // A zero value indicates that the microphone can support any frequency.
            if (_sampleRate == 0)
                _sampleRate = DEFAULT_SAMPLE_RATE;

            tickMinDelta = _sampleRate / TICKS_PER_SEC_MAX;
            tickSamples = (int)(TICK_LENGTH / 2 * _sampleRate);

            _ticks = new bool[seconds * _sampleRate];
            _buffer = new float[seconds * _sampleRate];

            //StartAudioFile (audio, "blowshort.wav");
            StartMicrophone (audio, microphone, seconds);
            Debug.Log (microphone.name);

            // Start the process, no playback.
            audio.Play ();
            audio.volume = 0.0f;
        }
Esempio n. 2
0
        //-------------------------------------------------------------------------
        private static void StartMicrophone(AudioSource audio, FlapiMicrophone microphone, int seconds)
        {
            sourceIsFile = false;

            RequireAuthorization ();

            string device = microphone.name;
            audio.clip = UnityEngine.Microphone.Start (device, false, seconds, _sampleRate);

            // Simple trick to ensure the microphone and the audio card are synchronized.
            // Avoid laggy records.
            while (!(UnityEngine.Microphone.GetPosition(device) > 0)) {
            }
            ;
        }
Esempio n. 3
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        public static FlapiMicrophone[] GetMicrophones()
        {
            FlapiMicrophone[] microphones;
            string[] devices;
            int devicesAvailables;
            int deviceMinFrequency;
            int deviceMaxFrequency;

            devices = UnityEngine.Microphone.devices;
            devicesAvailables = devices.Length;

            microphones = new FlapiMicrophone[devicesAvailables];

            for (int i = 0; i < devicesAvailables; i++) {
                UnityEngine.Microphone.GetDeviceCaps (devices [i], out deviceMinFrequency, out deviceMaxFrequency);
                microphones [i].name = devices [i];
                microphones [i].minSamplingRate = deviceMinFrequency;
                microphones [i].maxSamplingRate = deviceMaxFrequency;
            }

            return microphones;
        }