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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 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.
.. code-tab:: gdscript GDScript
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)
csharp
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); }
The audio recording is handled by the class_AudioEffectRecord
resource which has three methods: get_recording() <class_AudioEffectRecord_method_get_recording>
, is_recording_active() <class_AudioEffectRecord_method_is_recording_active>
, and set_recording_active() <class_AudioEffectRecord_method_set_recording_active>
.
.. code-tab:: gdscript GDScript
- func _on_record_button_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..."
csharp
private 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..."; } }
At the start of the demo, the recording effect is not active. When the user presses the RecordButton
, the effect is enabled with set_recording_active(true)
.
On the next button press, as effect.is_recording_active()
is true
, the recorded stream can be stored into the recording
variable by calling effect.get_recording()
.
.. code-tab:: gdscript GDScript
- func _on_play_button_pressed():
print(recording) print(recording.format) print(recording.mix_rate) print(recording.stereo) var data = recording.get_data() print(data.size()) $AudioStreamPlayer.stream = recording $AudioStreamPlayer.play()
csharp
private void OnPlayButtonPressed() { GD.Print(_recording); GD.Print(_recording.Format); GD.Print(_recording.MixRate); GD.Print(_recording.Stereo); byte[] data = _recording.Data; GD.Print(data.Length); var audioStreamPlayer = GetNode<AudioStreamPlayer>("AudioStreamPlayer"); audioStreamPlayer.Stream = _recording; audioStreamPlayer.Play(); }
To playback the recording, you assign the recording as the stream of the AudioStreamPlayer
and call play()
.
.. code-tab:: gdscript GDScript
- func _on_save_button_pressed():
var save_path = $SaveButton/Filename.text recording.save_to_wav(save_path) $Status.text = "Saved WAV file to: %sn(%s)" % [save_path, ProjectSettings.globalize_path(save_path)]
csharp
private 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)); }
To save the recording, you call save_to_wav()
with the path to a file. In this demo, the path is defined by the user via a LineEdit
input box.