Comments (3)
Could you play the microphone audio through the headphones / computer and mute them for the experience?
edit: Misunderstood this post - I thought you were talking about TiltBrush!! You could still use the same idea if you wanted to avoid coding by finding another script that would play microphone audio in the scene through an audiosource. The VisualizerAudioInput script in the TiltBrushToolkit just uses any audio that the audiolistener can hear.
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I'm not involved in TiltBrush, so unfortunately, I have no idea about it.
Although there is an experimental version of LASP that provides loopback from an AudioSource to a LASP input, I don't recommend using this because it's just a WIP thing.
I think using a virtual audio driver (Soundflower, VB-Cable, etc.) would be a simple and practical approach.
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Thanks for the suggestions. I'll try them and see what I can get going.
And yes, thenewlands, I looked at that script. Tried to adapt it but my C# is not great. I will look at VB-Cable (have to do this on Windows for the GPU) and then go back to that script after the show. I'm stubborn.
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Related Issues (8)
- Documentation HOT 2
- Vive Microphone input lag when building for Windows in Unity 2017.2.0f3 HOT 3
- Connecting an audio file in gears example scene HOT 8
- Request: Need a basic 'how to' document on implementation in a scene HOT 1
- All sample scenes is not working on Unity 5 HOT 3
- Recording with Reaktion
- Starting Mic failed on Unity5.4 (Kinect Mic array) as input HOT 2
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