Recording with microphone
Godot supports in-game audio recording for Windows, macOS, Linux, Android and iOS. https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record. You will need to enable audio input in the project settings, or you’ll just get empty audio files.
The structure of the demo
The demo consists of a single scene. This scene includes two major parts: the GUI and the audio.
Record with the effect Record is created to handle the audio recording. An AudioStreamPlayer named AudioStreamRecord is used for recording.
GDScript C#
var effectvar recordingfunc _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)
private AudioEffectRecord _effect;private AudioStreamSample _recording;public override void _Ready(){ // We get the index of the "Record" bus. int idx = AudioServer.GetBusIndex("Record"); // And use it to retrieve its first effect, which has been defined // as an "AudioEffectRecord" resource. _effect = (AudioEffectRecord)AudioServer.GetBusEffect(idx, 0);}
AudioEffectRecord resource which has three methods: get_recording(), is_recording_active(), and set_recording_active(). GDScript C#
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..."
public void OnRecordButtonPressed(){ if (_effect.IsRecordingActive()) { _recording = _effect.GetRecording(); GetNode<Button>("PlayButton").Disabled = false; GetNode<Button>("SaveButton").Disabled = false; _effect.SetRecordingActive(false); GetNode<Button>("RecordButton").Text = "Record"; GetNode<Label>("Status").Text = ""; } else { GetNode<Button>("PlayButton").Disabled = true; GetNode<Button>("SaveButton").Disabled = true; _effect.SetRecordingActive(true); GetNode<Button>("RecordButton").Text = "Stop"; GetNode<Label>("Status").Text = "Recording..."; }}
RecordButton, the effect is enabled with set_recording_active(true).
effect.is_recording_active() is true, the recorded stream can be stored into the recording variable by calling effect.get_recording().
GDScript C#
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()
public void OnPlayButtonPressed(){ GD.Print(_recording); GD.Print(_recording.Format); GD.Print(_recording.MixRate); GD.Print(_recording.Stereo); byte[] data = _recording.Data; GD.Print(data); GD.Print(data.Length); var audioStreamPlayer = GetNode<AudioStreamPlayer>("AudioStreamPlayer"); audioStreamPlayer.Stream = _recording; audioStreamPlayer.Play();}
AudioStreamPlayer and call play().
GDScript C#
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)]
public void OnSavebuttonPressed(){ string savePath = GetNode<LineEdit>("SaveButton/Filename").Text; _recording.SaveToWav(savePath); GetNode<Label>("Status").Text = string.Format("Saved WAV file to: {0}\n({1})", savePath, ProjectSettings.GlobalizePath(savePath));}
save_to_wav() with the path to a file. In this demo, the path is defined by the user via a LineEdit input box.
