0
\$\begingroup\$

This is very specific to Unity.

A few testers are reporting that their microphone output isn't being detected. The code below works for the vast majority of users, but certain microphones seem to be outputting on the wrong channel (R maybe)?

 AudioClip current_microphone_recording_clip = Microphone.Start(microphone_name, true, 30, 16000);

How can I capture and analyze output from several channels? I don't see any channels parameter for Microphone.Start

\$\endgroup\$
3
  • \$\begingroup\$ Do you observe anything different about the contents of the Microphone.devices array or the current UserAuthorization.Microphone setting for these users? \$\endgroup\$
    – DMGregory
    Apr 14, 2020 at 6:33
  • \$\begingroup\$ The microphone array is populated, but the audioclip is just empty. This was on Windows, so UserAuthorization.Microphone wasn't necessary (I think it's only necesary for mobile and iOS) \$\endgroup\$
    – DeeCeptor
    Apr 16, 2020 at 5:12
  • \$\begingroup\$ And what is it populated with? \$\endgroup\$
    – DMGregory
    Apr 16, 2020 at 8:32

0

You must log in to answer this question.

Browse other questions tagged .