- I want to develop an application with my Microphone device
- I cannot get real time audio playback from my Microphone input without latency occurring
You are unable to play back audio from a Microphone source in real time. You may be experiencing one of the following issues:
- During playback you can hear an inaudible chopped noise
- The audio recorded continues to play in an infinite feedback loop
- The audio heard during playback has a fair amount of latency and does not sound immediately.
To ensure your Microphone audio plays back in real time:
- Firstly, you will need to set the microphone as an AudioClip and attach this AudioClip onto an Audio Source. You will need to set the audio to loop by checking the loop tick box in your Audio Source component in the Inspector. You will then be able to use the spectrum data off the Audio Source, rather than the Audio Listener.
- Secondly, you will need to attach a script to the Audio Source which tells Unity that the Microphone device to start recording an AudioClip. For this you will need to call Microphone.Start();
To control latency you will also need to call Microphone.GetPosition(); and choose your desired latency sample rate. If you want no latency you can set this to “0” samples before the audio starts to play. See the below script to see how this script is executed.
Please note that you need to add the permissions to the app (iOS, Android, Windows Phone, Web Player), to use the microphone. The permissions are added if you have a reference to UnityEngine.Microphone in your script.
However, on Android specifically this feature is not strictly required as it breaks compatibility with Android TV.
For scripting reference to calling Microphone.Start(); then see this document here
For scripting reference to calling Microphone.GetPosition(); then see this document here