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Question by derfabs · Oct 19, 2020 at 06:53 PM · audioaudiocliprecording

Recorded Audio empty when used in app

Hi folks,

I have sort of a very specific question, yet i am still sort of new to Unity. I want to record an audio in an AR-Game- which works, thanks to darktables work. I also found a way to trim it and attach it to a new instantiated Game Object- yet, when I want to listen to the audio through instantiate Game Object tree1, it is empty- even though the file has sound and I can also listen to it before. I'd very much appreciate any help :)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.EventSystems;
 
   
 public class AudioRecording : MonoBehaviour
 {
     public AudioClip recording;
     //Keep this one as a global variable (outside the functions) too and use GetComponent during start to save resources
     AudioSource audioSource;
     private float startRecordingTime;
     public AudioClip recordingNew;
     int recnr = 0;
     public GameObject tree1;
 
 
     //Get the audiosource here to save resources
     private void Start()
     {
         audioSource = GetComponentInParent<AudioSource>();
     }
 
     public void StopRecording()
     {
         //End the recording when the mouse comes back up, then play it
         Microphone.End("");
 
         //Trim the audioclip by the length of the recording
         recordingNew = AudioClip.Create(recording.name, (int)((Time.time - startRecordingTime) * recording.frequency), recording.channels, recording.frequency, false);
         float[] data = new float[(int)((Time.time - startRecordingTime) * recording.frequency)];
         recording.GetData(data, 0);
         recordingNew.SetData(data, 0);
         this.recording = recordingNew;
 
         //Play recording
         audioSource.clip = recording;
         audioSource.Play();
 
     }
 
     public void StartRecording()
     {
         //Get the max frequency of a microphone, if it's less than 44100 record at the max frequency, else record at 44100
         int minFreq;
         int maxFreq;
         int freq = 44100;
         Microphone.GetDeviceCaps("", out minFreq, out maxFreq);
         if (maxFreq < 44100)
             freq = maxFreq;
 
         //Start the recording, the length of 300 gives it a cap of 5 minutes
         recording = Microphone.Start("", true, 300, 44100);
         startRecordingTime = Time.time;
     }
 
     public void SaveRecording()
     {
 
         SavWav.Save("myfile"+ recnr , recordingNew);
         GameObject tree;
         tree = Instantiate(tree1, new Vector3(0, 0, 0), Quaternion.identity);
         tree.GetComponent<AudioSource>().clip = recordingNew;
         recnr++; }
 }
 

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