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AudioEffectRecord returns all zero samples on iOS #30308
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CC @marcelofg55 |
Forgot to add: Either #30307 must be fixed or |
I can confirm this is happening on Android as well. All the data in AudioStreamSample are zeros. Should I open a separate issue? |
Closing as duplicate of #33885 which has some additional debugging info. |
We developed an iOS Audio Godot plugin named AudiosPlugin that solves this issue. Please see our GitHub repo: |
I developed a Godot iOS plugin that solves the Godot audio recording issue and playback issue in iOS devices. Please see the GitHub repo: https://github.com/audiosdev/AudiosPlugin-Godot-iOS-Audio-Plugin/ Thanks! |
Godot version:
3.1
OS/device including version:
iOS 12.3.1, iPhone 6s Plus
(code exported via macOS 10.14.5)
Issue description:
Audio recorded via the AudioEffectRecord effect contains all zero samples. While the number of samples seem to relate to the length of the recording, all samples are zero.
Steps to reproduce:
Try exporting the official microphone recording demo (see "Minimal reproduction project below") to iOS. Note that it doesn't function as it does on other platforms. Further, if you scan the recorded audio samples for non-zero values, you'll find that no non-zero value exists (the recorded samples can be accessed via the
data
variable in the_on_PlayButton_pressed
function.Minimal reproduction project:
https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record
Related issues/pull requests:
#19106
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