Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Captures audio from an audio bus in real-time.
AudioEffectCapture is an AudioEffect which copies all audio frames from the attached audio effect bus into its internal ring buffer.
Application code should consume these audio frames from this ring buffer using get_buffer and process it as needed, for example to capture data from an AudioStreamMicrophone, implement application-defined effects, or to transmit audio over the network. When capturing audio data from a microphone, the format of the samples will be stereo 32-bit floating point PCM.
Note: ProjectSettings.audio/driver/enable_input must be
true for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings.
clear_buffer ( )
get_buffer_length_frames ( ) const
get_discarded_frames ( ) const
get_frames_available ( ) const
get_pushed_frames ( ) const
float buffer_length =
Length of the internal ring buffer, in seconds. Setting the buffer length will have no effect if already initialized.
true if at least
frames audio frames are available to read in the internal ring buffer.
void clear_buffer ( )
Clears the internal ring buffer.
Gets the next
frames audio samples from the internal ring buffer.
int get_buffer_length_frames ( ) const
Returns the total size of the internal ring buffer in frames.
int get_discarded_frames ( ) const
Returns the number of audio frames discarded from the audio bus due to full buffer.
int get_frames_available ( ) const
Returns the number of frames available to read using get_buffer.
int get_pushed_frames ( ) const
Returns the number of audio frames inserted from the audio bus.