AudioInput
class NatML.Recorders.Inputs.AudioInput
The
AudioInput
simplifies the process of recording game audio from Unity.The
AudioInput
is not supported on WebGL because because Unity does not support the OnAudioFilterRead
message on WebGL./// <summary>
/// Create an audio recording input from a scene's AudioListener.
/// </summary>
/// <param name="recorder">Media recorder to receive committed frames.</param>
/// <param name="clock">Clock for generating timestamps.</param>
/// <param name="listener">Audio listener for the current scene.</param>
AudioInput (IMediaRecorder recorder, IClock clock, AudioListener listener);
The audio input is created with a
recorder
to receive frames, along with a recording clock
to generate timestamps. There is a corresponding constructor which does not accept a clock
, for recorders that do not use audio timestamps:/// <summary>
/// Create an audio recording input from a scene's AudioListener.
/// </summary>
/// <param name="recorder">Media recorder to receive audio frames.</param>
/// <param name="listener">Audio listener for the current scene.</param>
AudioInput (IMediaRecorder recorder, AudioListener listener);
/// <summary>
/// Create an audio recording input from an AudioSource.
/// </summary>
/// <param name="recorder">Media recorder to receive committed frames.</param>
/// <param name="clock">Clock for generating timestamps.</param>
/// <param name="audioSource">Audio source to record.</param>
/// <param name="mute">Optional. Mute audio source while recording so that it is not heard in scene.</param>
AudioInput (IMediaRecorder recorder, IClock clock, AudioSource source, bool mute = false);
The audio input is created with a
recorder
to receive frames, along with a recording clock
to generate timestamps. The audio source can optionally be muted once audio has been sent to the recorder, using the mute
flag. There is a corresponding constructor which does not accept a clock
, for recorders that do not use audio timestamps:/// <summary>
/// Create an audio recording input from an AudioSource.
/// </summary>
/// <param name="recorder">Media recorder to receive audio frames.</param>
/// <param name="source">Audio source to record.</param>
/// <param name="mute">Optional. Mute audio source while recording so that it is not heard in scene.</param>
AudioInput (IMediaRecorder recorder, AudioSource source, bool mute = false);
When recording from an
AudioSource
, make sure that both Bypass Effects
and Bypass Listener Effects
are disabled in the editor. If any is enabled, no audio will be recorded./// <summary>
/// Stop recorder input and release resources.
/// </summary>
void Dispose ();
When you choose to stop recording, simply dispose the recorder input. You will typically do this before calling
FinishWriting
on the recorder.Last modified 1yr ago