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- .. _doc_recording_with_microphone:
- Recording with microphone
- =========================
- Godot supports in-game audio recording for Windows, macOS, Linux, Android and
- iOS.
- A simple demo is included in the official demo projects and will be used as
- support for this tutorial:
- `<https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record>`_.
- The structure of the demo
- -------------------------
- The demo consists of a single scene. This scene includes two major parts: the
- GUI and the audio.
- We will focus on the audio part. In this demo, a bus named ``Record`` with the
- effect ``Record`` is created to handle the audio recording.
- An ``AudioStreamPlayer`` named ``AudioStreamRecord`` is used for recording.
- .. image:: img/record_bus.png
- .. image:: img/record_stream_player.png
- .. tabs::
- .. code-tab:: gdscript GDScript
- var effect
- var recording
-
- func _ready():
- # We get the index of the "Record" bus.
- var idx = AudioServer.get_bus_index("Record")
- # And use it to retrieve its first effect, which has been defined
- # as an "AudioEffectRecord" resource.
- effect = AudioServer.get_bus_effect(idx, 0)
- The audio recording is handled by the :ref:`class_AudioEffectRecord` resource
- which has three methods:
- :ref:`get_recording() <class_AudioEffectRecord_method_get_recording>`,
- :ref:`is_recording_active() <class_AudioEffectRecord_method_is_recording_active>`,
- and :ref:`set_recording_active() <class_AudioEffectRecord_method_set_recording_active>`.
-
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _on_RecordButton_pressed():
- if effect.is_recording_active():
- recording = effect.get_recording()
- $PlayButton.disabled = false
- $SaveButton.disabled = false
- effect.set_recording_active(false)
- $RecordButton.text = "Record"
- $Status.text = ""
- else:
- $PlayButton.disabled = true
- $SaveButton.disabled = true
- effect.set_recording_active(true)
- $RecordButton.text = "Stop"
- $Status.text = "Recording..."
- At the start of the demo, the recording effect is not active. When the user
- presses the ``RecordButton``, the effect is enabled with
- ``set_recording_active(true)``.
- On the next button press, as ``effect.is_recording_active()`` is ``true``,
- the recorded stream can be stored into the ``recording`` variable by calling
- ``effect.get_recording()``.
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _on_PlayButton_pressed():
- print(recording)
- print(recording.format)
- print(recording.mix_rate)
- print(recording.stereo)
- var data = recording.get_data()
- print(data)
- print(data.size())
- $AudioStreamPlayer.stream = recording
- $AudioStreamPlayer.play()
- To playback the recording, you assign the recording as the stream of the
- ``AudioStreamPlayer`` and call ``play()``.
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _on_SaveButton_pressed():
- var save_path = $SaveButton/Filename.text
- recording.save_to_wav(save_path)
- $Status.text = "Saved WAV file to: %s\n(%s)" % [save_path, ProjectSettings.globalize_path(save_path)]
- To save the recording, you call ``save_to_wav()`` with the path to a file.
- In this demo, the path is defined by the user via a ``LineEdit`` input box.
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