Sound.ReadSamples

int ReadSamples(Single[]& samples)

   
Single[]& samples A pre-allocated buffer to read the samples into! This function will stop reading when this buffer is full, or when it runs out of unread samples.
RETURNS: int Returns the number of samples that were read from the stream’s buffer and written to the provided sample buffer.

This will read samples from the sound stream, starting from the first unread sample. Check UnreadSamples for how many samples are available to read.

Examples

Getting streaming sound intensity

This example shows how to read data from a Sound stream such as the microphone! In this case, we’re just finding the average ‘intensity’ of the audio, and returning it as a value approximately between 0 and

  1. Microphone.Start() should be called before this example :)
    float[] micBuffer    = new float[0];
    float   micIntensity = 0;
    float GetMicIntensity()
    {
     if (!Microphone.IsRecording) return 0;
    
     // Ensure our buffer of samples is large enough to contain all the
     // data the mic has ready for us this frame
     if (Microphone.Sound.UnreadSamples > micBuffer.Length)
         micBuffer = new float[Microphone.Sound.UnreadSamples];
    
     // Read data from the microphone stream into our buffer, and track 
     // how much was actually read. Since the mic data collection runs in
     // a separate thread, this will often be a little inconsistent. Some
     // frames will have nothing ready, and others may have a lot!
     int samples = Microphone.Sound.ReadSamples(ref micBuffer);
    
     // This is a cumulative moving average over the last 1000 samples! We
     // Abs() the samples since audio waveforms are half negative.
     for (int i = 0; i < samples; i++)
         micIntensity = (micIntensity*999.0f + Math.Abs(micBuffer[i]))/1000.0f;
    
     return micIntensity;
    }
    




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