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Question by acrividenco · Mar 15, 2018 at 04:45 PM · audioaudiosourcerecording

Recording audio in Unity (NOT by microphone)

I'm trying to build a music-creation app. Right now I can trigger sounds on different events through an audio source.

My question is, how can I start recording the exact sequence of sounds played by that audio source whenever I trigger a "record" event, and stop when I trigger that event again?

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avatar image Nikhil827 · May 21, 2018 at 03:14 PM 0
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I am doing the same thing, did u ever figure it out. I used an arraylist and added notes pressed to the list and played them but it doesn't work as i want it to

avatar image acrividenco · May 21, 2018 at 04:43 PM 0
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https://docs.unity3d.com/ScriptReference/$$anonymous$$onoBehaviour.OnAudioFilterRead.html

Before going from audiosource to output, sound is passed as a float array through OnAudioFilterRead if it is implemented. If you concatenate that array in a buffer of yours, you can later set that buffer to an AudioClip and play it (you have to adjust some parameters, or the sound will be choppy) using https://docs.unity3d.com/ScriptReference/AudioClip.SetData.html

Problem is, the sound is uncompressed (doh), so it takes a lot of space. I was thinking of buffering each 4/8/16th element ins$$anonymous$$d of copying the whole data array and adjusting the play parameters accordingly.

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