Timeline for How to get current Microphone Frequency in Godot
Current License: CC BY-SA 4.0
6 events
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May 31, 2021 at 16:44 | comment | added | Theraot |
@EzPizza It is possible to change the audio capture device, but not to have multiple (which is fine for most platforms and most games, but sadly not for couch co-op karaoke). It is probably worth a proposal. About the frequencies, you query a range (get_magnitude_for_frequency_range has from_hz and to_hz parameters). The official demo makes an audio visualization by querying multiple ranges. It is not hard to imagine picking the higher one. You can do a bit better by testing subranges (e.g. find the highest octave, then find the highest note on that octave).
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May 31, 2021 at 16:29 | comment | added | EzPizza | This is awesome! Could you please elaborate on how to get the strongest frequency, though? Also, is there a way to handle multiple microphones? | |
Apr 30, 2021 at 0:38 | vote | accept | Theraot | ||
Apr 29, 2021 at 19:55 | comment | added | Millard | great answer! I may have to mess around with this in godot and see what cool stuff I can come up with. It's nice how much work godot does for us. | |
Apr 25, 2021 at 11:02 | history | edited | Theraot | CC BY-SA 4.0 |
added 192 characters in body
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Apr 25, 2021 at 10:09 | history | answered | Theraot | CC BY-SA 4.0 |