Version: 2022.3
LanguageEnglish
  • C#

Microphone.Start

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Declaration

public static AudioClip Start(string deviceName, bool loop, int lengthSec, int frequency);

Parameters

deviceName The name of the device.
loop Indicates whether the recording should continue recording if lengthSec is reached, and wrap around and record from the beginning of the AudioClip.
lengthSec Is the length of the AudioClip produced by the recording.
frequency The sample rate of the AudioClip produced by the recording.

Returns

AudioClip The function returns null if the recording fails to start.

Description

Start Recording with device.

If you pass a null or empty string for the device name then the default microphone is used. You can get a list of available microphone devices from the devices property and the range of sample rates supported by a microphone from the GetDeviceCaps property.

using UnityEngine;

public class Example : MonoBehaviour { // Start recording with built-in Microphone and play the recorded audio right away void Start() { AudioSource audioSource = GetComponent<AudioSource>(); audioSource.clip = Microphone.Start("Built-in Microphone", true, 10, 44100); audioSource.Play(); } }