I'm building an audio visualizer app in Unity and I'm currently using WASAPI to get the audio from any app playing audio.
I recently had someone with a GoXLR test it and the visualizer wasn't picking up the audio. I think all the audio is going directly to the GoXLR bypassing WASAPI. I can't debug it myself as I don't have a GoXLR so I wanted to know how I could pick up the audio from the GoXLR.
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I would like to make an Equalizer app for Windows and apply settings for sound system. I've found many sound API like WASAPI, DirectSound but I don't know if I can use there to apply a filter in real time for all sounds. On C# there is CSCore to manipulate Audio sources but I don't know if I can use it for device.
The other solution is to create a virtual sound device on Windows. It get the actual sound output, transform it with a filter in real time and output this sound. But I don't know where to start to do this. This thing suppose to change to C++ but it is possible in C#?
I'm trying to integrate Agora voice SDK in a multiplayer project (built using Photon). The level has loads of 3D spacial audio setup and a background music that is properly audible. The moment I join a voice channel, all the in-game audio levels drop drastically. The voice chat volume itself sounds fine however. And this happens only on actual device(iOS), not on Unity editor.
I tried reproducing this issue in the HelloUnity3D sample scene that comes with the SDK. No code change. Simply added an audio source in the scene with a music clip. Seems to be happening there as well.
Is this expected? How do I keep Agora from modifying other audio sources?
Unity version:2020.3.28f1. Agora SDK version: 3.5.0.70
For anyone running into this issue, I was able to fix it by setting the audio profile to AUDIO_SCENARIO_GAME_STREAMING.
mRtcEngine.SetAudioProfile(AUDIO_PROFILE_TYPE.AUDIO_PROFILE_SPEECH_STANDARD, AUDIO_SCENARIO_TYPE.AUDIO_SCENARIO_GAME_STREAMING);
The idea is to simply treat the voice chat audio as media volume instead of 'call' volume.
This answer about audio ducking with the Agora SDK is likely what you're after. You might have to add some iOS specific code to your project to achieve it:
https://stackoverflow.com/a/62840934/2156765
I want to create somewhat of a simple visualizer for my PC audio output channel (same as speakers/headphones) that will send signals to my arduino board when there is bass or treble being played. I already have LEDs wired up and my own program with animations and colors running, I also developed a game modification that lets me control the lights using game events. All I need now is to read my PC audio output channel, find there a specific sound (probably bass, right?) and send byte on serial port just as I did previously.
I can't find any simple tutorials how to read windows audio so I decided to ask here. Where should I start? BASS.NET looks very complicated for that "simple" task. Is there something built-in in standard .NET libraries? I am by no means audio mastermind, I am not even sure if I am using correct terms. In simple words I just want to make lights light up to the rhythm when there is real-time music playing.
Is it possible to reset (stop/start) audio from another applications using CSCore Audio Library?
I can activate windows effects from "enhancements" tab in speaker properties, but it won't start working until I restart the applications playing audio. I'm trying to reset the audio without restarting such applications.
In our solution we need to play sound on one of the recording devices.
For this purpose we are using VAC (Virtual Audio Cable), but we have a problem that it creates noise in the output.
Is it possible to play audio to recording device in C#?
Is there some existing library for that or virtual audio driver is required?
There are useful 3rd-party-tools & APIs in a question was asked earlier:C# Audio Library.
I hope you find what you want.
We used NAudio library to play sound on a specific playback device.
By default VAC is duplicating audio from playback device to recording device, so by playing it on virtual device it's also played on recording device.