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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.

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.

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.

../../_images/record_bus.png ../../_images/record_stream_player.png
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 AudioEffectRecord resource which has three methods: get_recording(), is_recording_active(), and set_recording_active().