How to read the data from AudioClip using PCMReaderCallback when the former is created by Microphone.Start in...












1















How can I change the code below to use the PCMReaderCallback to read data from the audio clip created by Microphone.Start?



using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NewBehaviourScript : MonoBehaviour
{
private string m_deviceName = null;
private AudioClip m_audioClip;

void Start()
{
bool loop = true;
int lengthSec = 10;
int frequency = 44100;

m_audioClip = Microphone.Start(m_deviceName, loop, lengthSec, frequency);
}

void Stop()
{
Microphone.End(m_deviceName);
m_audioClip = null;
}
}









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    1















    How can I change the code below to use the PCMReaderCallback to read data from the audio clip created by Microphone.Start?



    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class NewBehaviourScript : MonoBehaviour
    {
    private string m_deviceName = null;
    private AudioClip m_audioClip;

    void Start()
    {
    bool loop = true;
    int lengthSec = 10;
    int frequency = 44100;

    m_audioClip = Microphone.Start(m_deviceName, loop, lengthSec, frequency);
    }

    void Stop()
    {
    Microphone.End(m_deviceName);
    m_audioClip = null;
    }
    }









    share|improve this question



























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      1








      1








      How can I change the code below to use the PCMReaderCallback to read data from the audio clip created by Microphone.Start?



      using System.Collections;
      using System.Collections.Generic;
      using UnityEngine;

      public class NewBehaviourScript : MonoBehaviour
      {
      private string m_deviceName = null;
      private AudioClip m_audioClip;

      void Start()
      {
      bool loop = true;
      int lengthSec = 10;
      int frequency = 44100;

      m_audioClip = Microphone.Start(m_deviceName, loop, lengthSec, frequency);
      }

      void Stop()
      {
      Microphone.End(m_deviceName);
      m_audioClip = null;
      }
      }









      share|improve this question
















      How can I change the code below to use the PCMReaderCallback to read data from the audio clip created by Microphone.Start?



      using System.Collections;
      using System.Collections.Generic;
      using UnityEngine;

      public class NewBehaviourScript : MonoBehaviour
      {
      private string m_deviceName = null;
      private AudioClip m_audioClip;

      void Start()
      {
      bool loop = true;
      int lengthSec = 10;
      int frequency = 44100;

      m_audioClip = Microphone.Start(m_deviceName, loop, lengthSec, frequency);
      }

      void Stop()
      {
      Microphone.End(m_deviceName);
      m_audioClip = null;
      }
      }






      c# unity3d audio






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      edited Nov 19 '18 at 17:22









      Programmer

      76.2k1086151




      76.2k1086151










      asked Nov 19 '18 at 14:36









      Adriano Di GiovanniAdriano Di Giovanni

      407519




      407519
























          1 Answer
          1






          active

          oldest

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          1














          You cannot use the Microphone API with PCMReaderCallback. This is because PCMReaderCallback is registered by passing the PCMReaderCallback function to the AudioClip.Create function which returns a new AudioClip. Unity's Microphone.Start function returns AudioClip but it doesn't take PCMReaderCallback as argument.



          If this is not a Microphone but a simple audio clip then you could with the example below:



          public int lengthSamples = 400;
          public int channels = 2;
          public int frequency = 16000;

          AudioSource adSource;

          void Start()
          {
          adSource = GetComponent<AudioSource>();
          AudioClip clip = AudioClip.Create("clip", lengthSamples, channels, frequency, true, OnAudioRead);
          adSource.clip = clip;
          adSource.Play();
          }

          //PCMReaderCallback callback
          void OnAudioRead(float data)
          {

          }




          If you just want to read the audio data from the Mic, you can still use OnAudioFilterRead or the AudioSource.clip.GetData function. Below is an example for OnAudioFilterRead.



          string m_deviceName = null;
          AudioSource adSource;

          void Start()
          {
          adSource = GetComponent<AudioSource>();
          bool loop = true;
          int lengthSec = 10;
          int frequency = 44100;

          AudioClip clip = Microphone.Start(m_deviceName, loop, lengthSec, frequency);
          adSource.clip = clip;
          while (!(Microphone.GetPosition(null) > 0)) { }

          adSource.Play();
          }

          void OnAudioFilterRead(float data, int channels)
          {

          }





          share|improve this answer
























          • Thanks for sharing. Two more questions. Why while (!(Microphone.GetPosition(null) > 0)) { }? How to avoid the microphone input to be played back?

            – Adriano Di Giovanni
            Nov 19 '18 at 17:36











          • Without while (!(Microphone.GetPosition(null) > 0)) there can be a bug in your code. For example, trying to access the data from mic may return 0. This is a problem I see on this site all the time so you have to wait until the pos is >1. You may not run into it but many that will use your app will. Also that can cause audioclip to not even play at-all. For your second question, see my other answer.

            – Programmer
            Nov 19 '18 at 17:40











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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          1














          You cannot use the Microphone API with PCMReaderCallback. This is because PCMReaderCallback is registered by passing the PCMReaderCallback function to the AudioClip.Create function which returns a new AudioClip. Unity's Microphone.Start function returns AudioClip but it doesn't take PCMReaderCallback as argument.



          If this is not a Microphone but a simple audio clip then you could with the example below:



          public int lengthSamples = 400;
          public int channels = 2;
          public int frequency = 16000;

          AudioSource adSource;

          void Start()
          {
          adSource = GetComponent<AudioSource>();
          AudioClip clip = AudioClip.Create("clip", lengthSamples, channels, frequency, true, OnAudioRead);
          adSource.clip = clip;
          adSource.Play();
          }

          //PCMReaderCallback callback
          void OnAudioRead(float data)
          {

          }




          If you just want to read the audio data from the Mic, you can still use OnAudioFilterRead or the AudioSource.clip.GetData function. Below is an example for OnAudioFilterRead.



          string m_deviceName = null;
          AudioSource adSource;

          void Start()
          {
          adSource = GetComponent<AudioSource>();
          bool loop = true;
          int lengthSec = 10;
          int frequency = 44100;

          AudioClip clip = Microphone.Start(m_deviceName, loop, lengthSec, frequency);
          adSource.clip = clip;
          while (!(Microphone.GetPosition(null) > 0)) { }

          adSource.Play();
          }

          void OnAudioFilterRead(float data, int channels)
          {

          }





          share|improve this answer
























          • Thanks for sharing. Two more questions. Why while (!(Microphone.GetPosition(null) > 0)) { }? How to avoid the microphone input to be played back?

            – Adriano Di Giovanni
            Nov 19 '18 at 17:36











          • Without while (!(Microphone.GetPosition(null) > 0)) there can be a bug in your code. For example, trying to access the data from mic may return 0. This is a problem I see on this site all the time so you have to wait until the pos is >1. You may not run into it but many that will use your app will. Also that can cause audioclip to not even play at-all. For your second question, see my other answer.

            – Programmer
            Nov 19 '18 at 17:40
















          1














          You cannot use the Microphone API with PCMReaderCallback. This is because PCMReaderCallback is registered by passing the PCMReaderCallback function to the AudioClip.Create function which returns a new AudioClip. Unity's Microphone.Start function returns AudioClip but it doesn't take PCMReaderCallback as argument.



          If this is not a Microphone but a simple audio clip then you could with the example below:



          public int lengthSamples = 400;
          public int channels = 2;
          public int frequency = 16000;

          AudioSource adSource;

          void Start()
          {
          adSource = GetComponent<AudioSource>();
          AudioClip clip = AudioClip.Create("clip", lengthSamples, channels, frequency, true, OnAudioRead);
          adSource.clip = clip;
          adSource.Play();
          }

          //PCMReaderCallback callback
          void OnAudioRead(float data)
          {

          }




          If you just want to read the audio data from the Mic, you can still use OnAudioFilterRead or the AudioSource.clip.GetData function. Below is an example for OnAudioFilterRead.



          string m_deviceName = null;
          AudioSource adSource;

          void Start()
          {
          adSource = GetComponent<AudioSource>();
          bool loop = true;
          int lengthSec = 10;
          int frequency = 44100;

          AudioClip clip = Microphone.Start(m_deviceName, loop, lengthSec, frequency);
          adSource.clip = clip;
          while (!(Microphone.GetPosition(null) > 0)) { }

          adSource.Play();
          }

          void OnAudioFilterRead(float data, int channels)
          {

          }





          share|improve this answer
























          • Thanks for sharing. Two more questions. Why while (!(Microphone.GetPosition(null) > 0)) { }? How to avoid the microphone input to be played back?

            – Adriano Di Giovanni
            Nov 19 '18 at 17:36











          • Without while (!(Microphone.GetPosition(null) > 0)) there can be a bug in your code. For example, trying to access the data from mic may return 0. This is a problem I see on this site all the time so you have to wait until the pos is >1. You may not run into it but many that will use your app will. Also that can cause audioclip to not even play at-all. For your second question, see my other answer.

            – Programmer
            Nov 19 '18 at 17:40














          1












          1








          1







          You cannot use the Microphone API with PCMReaderCallback. This is because PCMReaderCallback is registered by passing the PCMReaderCallback function to the AudioClip.Create function which returns a new AudioClip. Unity's Microphone.Start function returns AudioClip but it doesn't take PCMReaderCallback as argument.



          If this is not a Microphone but a simple audio clip then you could with the example below:



          public int lengthSamples = 400;
          public int channels = 2;
          public int frequency = 16000;

          AudioSource adSource;

          void Start()
          {
          adSource = GetComponent<AudioSource>();
          AudioClip clip = AudioClip.Create("clip", lengthSamples, channels, frequency, true, OnAudioRead);
          adSource.clip = clip;
          adSource.Play();
          }

          //PCMReaderCallback callback
          void OnAudioRead(float data)
          {

          }




          If you just want to read the audio data from the Mic, you can still use OnAudioFilterRead or the AudioSource.clip.GetData function. Below is an example for OnAudioFilterRead.



          string m_deviceName = null;
          AudioSource adSource;

          void Start()
          {
          adSource = GetComponent<AudioSource>();
          bool loop = true;
          int lengthSec = 10;
          int frequency = 44100;

          AudioClip clip = Microphone.Start(m_deviceName, loop, lengthSec, frequency);
          adSource.clip = clip;
          while (!(Microphone.GetPosition(null) > 0)) { }

          adSource.Play();
          }

          void OnAudioFilterRead(float data, int channels)
          {

          }





          share|improve this answer













          You cannot use the Microphone API with PCMReaderCallback. This is because PCMReaderCallback is registered by passing the PCMReaderCallback function to the AudioClip.Create function which returns a new AudioClip. Unity's Microphone.Start function returns AudioClip but it doesn't take PCMReaderCallback as argument.



          If this is not a Microphone but a simple audio clip then you could with the example below:



          public int lengthSamples = 400;
          public int channels = 2;
          public int frequency = 16000;

          AudioSource adSource;

          void Start()
          {
          adSource = GetComponent<AudioSource>();
          AudioClip clip = AudioClip.Create("clip", lengthSamples, channels, frequency, true, OnAudioRead);
          adSource.clip = clip;
          adSource.Play();
          }

          //PCMReaderCallback callback
          void OnAudioRead(float data)
          {

          }




          If you just want to read the audio data from the Mic, you can still use OnAudioFilterRead or the AudioSource.clip.GetData function. Below is an example for OnAudioFilterRead.



          string m_deviceName = null;
          AudioSource adSource;

          void Start()
          {
          adSource = GetComponent<AudioSource>();
          bool loop = true;
          int lengthSec = 10;
          int frequency = 44100;

          AudioClip clip = Microphone.Start(m_deviceName, loop, lengthSec, frequency);
          adSource.clip = clip;
          while (!(Microphone.GetPosition(null) > 0)) { }

          adSource.Play();
          }

          void OnAudioFilterRead(float data, int channels)
          {

          }






          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 19 '18 at 17:19









          ProgrammerProgrammer

          76.2k1086151




          76.2k1086151













          • Thanks for sharing. Two more questions. Why while (!(Microphone.GetPosition(null) > 0)) { }? How to avoid the microphone input to be played back?

            – Adriano Di Giovanni
            Nov 19 '18 at 17:36











          • Without while (!(Microphone.GetPosition(null) > 0)) there can be a bug in your code. For example, trying to access the data from mic may return 0. This is a problem I see on this site all the time so you have to wait until the pos is >1. You may not run into it but many that will use your app will. Also that can cause audioclip to not even play at-all. For your second question, see my other answer.

            – Programmer
            Nov 19 '18 at 17:40



















          • Thanks for sharing. Two more questions. Why while (!(Microphone.GetPosition(null) > 0)) { }? How to avoid the microphone input to be played back?

            – Adriano Di Giovanni
            Nov 19 '18 at 17:36











          • Without while (!(Microphone.GetPosition(null) > 0)) there can be a bug in your code. For example, trying to access the data from mic may return 0. This is a problem I see on this site all the time so you have to wait until the pos is >1. You may not run into it but many that will use your app will. Also that can cause audioclip to not even play at-all. For your second question, see my other answer.

            – Programmer
            Nov 19 '18 at 17:40

















          Thanks for sharing. Two more questions. Why while (!(Microphone.GetPosition(null) > 0)) { }? How to avoid the microphone input to be played back?

          – Adriano Di Giovanni
          Nov 19 '18 at 17:36





          Thanks for sharing. Two more questions. Why while (!(Microphone.GetPosition(null) > 0)) { }? How to avoid the microphone input to be played back?

          – Adriano Di Giovanni
          Nov 19 '18 at 17:36













          Without while (!(Microphone.GetPosition(null) > 0)) there can be a bug in your code. For example, trying to access the data from mic may return 0. This is a problem I see on this site all the time so you have to wait until the pos is >1. You may not run into it but many that will use your app will. Also that can cause audioclip to not even play at-all. For your second question, see my other answer.

          – Programmer
          Nov 19 '18 at 17:40





          Without while (!(Microphone.GetPosition(null) > 0)) there can be a bug in your code. For example, trying to access the data from mic may return 0. This is a problem I see on this site all the time so you have to wait until the pos is >1. You may not run into it but many that will use your app will. Also that can cause audioclip to not even play at-all. For your second question, see my other answer.

          – Programmer
          Nov 19 '18 at 17:40


















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