Julian Todd

Results 92 comments of Julian Todd

> You need to implement the [AudioEffectCapture](https://docs.godotengine.org/en/stable/classes/class_audioeffectcapture.html#class-audioeffectcapture-method-get-buffer) internal workflow then I don't understand. Can you explain? Also, was my answer to your previous question adequate?

I've made a diagram to help me when I'm explaining this PR to anyone in future. I drew the outputs at the top and the inputs at the bottom to...

I'm afraid I cannot satisfy @lyuma's challenge of sharing code between the two functions that draw data from the [AudioDriver::input_buffer](https://github.com/goatchurchprime/godot/blob/gtch/inputmic/servers/audio_server.h#L61). The functions are: ### [int AudioStreamPlaybackMicrophone::_mix_internal(AudioFrame *p_buffer, int p_frames)](https://github.com/goatchurchprime/godot/blob/gtch/inputmic/servers/audio/audio_stream.cpp#L389) This:...

Here is the much simplified demo project for this feature I only just remembered to update: https://github.com/goatchurchprime/godot-demo-projects/tree/gtch/micplot/audio/mic_input ![image](https://github.com/user-attachments/assets/d85360dd-a0aa-4694-aad0-d570fd2a6a15)

As it stands, there are hundreds of lines of code in the AudioDriver module that manages access to the microphone data across 5 different hardware platforms, and it all converges...

After another spirited discussion with @lyuma last night, the sticking points now seem to be: (a) I should have tried much harder to debug what I've determined is a flawed...

The above is a list of 4 issues with the current implementation that can be papered over with somewhat questionable hacks that will degrade the microphone audio and are likely...

Good idea. Unfortunately the location of the function isn't the sticking point for the reviewers, or I'd fix it right away. Between a request to handle multiple microphones and a...

I don't see a PR/fix here. The mix-rate you get from the microphone is defined by the hardware and given by [get_input_mix_rate()](https://docs.godotengine.org/en/stable/classes/class_audioserver.html#class-audioserver-method-get-input-mix-rate). On Windows it always seems to be 48kHz....