A simple (cross platform) command to capture audio would be great - it would be a good addition to some games...
Eg: structure=CaptureAudio(time,quality)
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
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https://github.com/gideros/Microphone
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eg: It exits if you start it with 11025 as the sample rate on a HTC Sensation XE.
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It will of course be added to the docs also, after the official release.
And what happens when you try to capture 44100 hz. Android docs states that: 44100Hz is currently the only rate that is guaranteed to work on all devices, but other rates such as 22050, 16000, and 11025 may work on some devices. I usually cannot understand Android's weird limitations.
I'll fix it (by always recording in 44100 hz and downsampling by software).
@ar2rsawseen 4000 < 11025 < 44100
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Edit: Just re-read the docs - this flag is already there. If you do sample at 44k and downsample, can you also sample at 16 bits and downsample to 8 if needed?
- this way 8 bit sample settings should work on all Android phones.
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Yes, on HTC Sensation XE (beats audio version) it just exists without warning - no crash, nothing, it just exits immediately. Change it to 22k and it works, back and it exits, to 22k it works...
On my samsung S3 and other some other HTC phones I've tried it works fine though, no problem at all at 11025. The downsampling should fix this though when it's implemented.
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I've implemented downsampling on Android (both for sample rate and bits per sample). Now, on Android, the plugin always records with 44100 hz/16 bit and downsample it automatically. You can update the plugin here https://github.com/gideros/Microphone
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