using UnityEngine;
using System.Collections;
using UnityEngine.Audio; // required for dealing with audiomixers
[RequireComponent
(typeof(AudioSource
))] public class MicrophoneListener : MonoBehaviour {
//Written in part by Benjamin Outram
//option to toggle the microphone listenter on startup or not
public bool startMicOnStartup = true;
//allows start and stop of listener at run time within the unity editor
public bool stopMicrophoneListener = false;
public bool startMicrophoneListener = false;
private bool microphoneListenerOn = false;
//public to allow temporary listening over the speakers if you want of the mic output
//but internally it toggles the output sound to the speakers of the audiosource depending
//on if the microphone listener is on or off
public bool disableOutputSound = false; /
//an audio source also attached to the same object as this script is
AudioSource src;
//make an audio mixer from the "create" menu, then drag it into the public field on this script.
//double click the audio mixer and next to the "groups" section, click the "+" icon to add a
//child to the master group, rename it to "microphone". Then in the audio source, in the "output" option,
//select this child of the master you have just created.
//go back to the audiomixer inspector window, and click the "microphone" you just created, then in the
//inspector window, right click "Volume" and select "Expose Volume (of Microphone)" to script,
//then back in the audiomixer window, in the corner click "Exposed Parameters", click on the "MyExposedParameter"
//and rename it to "Volume"
public AudioMixer masterMixer;
float timeSinceRestart = 0;
void Start() {
//start the microphone listener
if (startMicOnStartup) {
RestartMicrophoneListener ();
StartMicrophoneListener ();
}
}
void Update(){
//can use these variables that appear in the inspector, or can call the public functions directly from other scripts
if (stopMicrophoneListener) {
StopMicrophoneListener ();
}
if (startMicrophoneListener) {
StartMicrophoneListener ();
}
//reset paramters to false because only want to execute once
stopMicrophoneListener = false;
startMicrophoneListener = false;
//must run in update otherwise it doesnt seem to work
MicrophoneIntoAudioSource (microphoneListenerOn);
//can choose to unmute sound from inspector if desired
DisableSound (!disableOutputSound);
}
//stops everything and returns audioclip to null
public void StopMicrophoneListener(){
//stop the microphone listener
microphoneListenerOn = false;
//reenable the master sound in mixer
disableOutputSound = false;
//remove mic from audiosource clip
src.Stop ();
src.clip = null;
Microphone.End (null);
}
public void StartMicrophoneListener(){
//start the microphone listener
microphoneListenerOn = true;
//disable sound output (dont want to hear mic input on the output!)
disableOutputSound = true;
//reset the audiosource
RestartMicrophoneListener ();
}
//controls whether the volume is on or off, use "off" for mic input (dont want to hear your own voice input!)
//and "on" for music input
public void DisableSound(bool SoundOn){
float volume = 0;
if (SoundOn) {
volume = 0.0f;
} else {
volume = -80.0f;
}
masterMixer.SetFloat ("MasterVolume", volume);
}
// restart microphone removes the clip from the audiosource
public void RestartMicrophoneListener(){
src = GetComponent<AudioSource>();
//remove any soundfile in the audiosource
src.clip = null;
timeSinceRestart = Time.time;
}
//puts the mic into the audiosource
void MicrophoneIntoAudioSource (bool MicrophoneListenerOn){
if(MicrophoneListenerOn){
//pause a little before setting clip to avoid lag and bugginess
if (Time.time - timeSinceRestart > 0.5f && !Microphone.IsRecording (null)) {
src.clip = Microphone.Start (null, true, 10, 44100);
//wait until microphone position is found (?)
while (!(Microphone.GetPosition (null) > 0)) {
}
src.Play (); // Play the audio source
}
}
}
}