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Fixed in 2017.2.0f3



Found in


Issue ID




Microphone.Start always has 0 channels available



Steps to reproduce:
1. Open the attached project (
2. Open the Assets/main.unity scene
3. Press play
4. Observe the Console Window, Microphone.Start() returns 0

Expected result: Should be at least one channel available
Actual result: Microphone.Start always has 0 channels available

Note: Unity 5.3.7p3 throws null pointer exception

Reproduced with: 5.6.0b5 ,5.6.0b6
Not reproduced with: 5.4.4p2 5.5.0f3, 5.5.1p2, 5.6.0b4
Regression introduced in 5.6.0b5

Fixed in: 2017.1.0a5

Comments (4)

  1. JeremieBL

    Apr 04, 2017 00:54

    Is it me or we can't find nor access the file?

  2. mikejohnstn

    Mar 11, 2017 05:42

    Answering my own question: waiting a frame after Microphone.Start() seems to do the trick (e.g. by doing a yield return null in a coroutine). The channels and sample rate are reported correctly in the following tick.

  3. mikejohnstn

    Mar 11, 2017 05:05

    Confirmed in 5.6b7 as well. Anyone find a workaround, since this seems to make Microphone.Start useless?

  4. efruchter-within

    Feb 23, 2017 21:30

    In addition to misreporting channel data, sample rate is also reported as 0 from the mic clip.

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