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Fixed in 2017.2.0f3
Votes
4
Found in
5.6.0b5
Issue ID
876383
Regression
Yes
Microphone.Start always has 0 channels available
Steps to reproduce:
1. Open the attached project (MicTestProject.zip)
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
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JeremieBL
Apr 04, 2017 00:54
Is it me or we can't find nor access the MicTestProject.zip file?
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.
mikejohnstn
Mar 11, 2017 05:05
Confirmed in 5.6b7 as well. Anyone find a workaround, since this seems to make Microphone.Start useless?
efruchter-within
Feb 23, 2017 21:30
In addition to misreporting channel data, sample rate is also reported as 0 from the mic clip.