Files
godot-demo-projects/audio/mic_record/MicRecord.gd
Hugo Locurcio a45b84a5ad Handle multiple resolutions in most demos
This makes demos render correctly on hiDPI displays,
while also demonstrating how to handle multiple resolutions.

The 3D in 2D demo now uses "3D No-Effects" for the 3D viewport,
which is faster to render. Thanks to this, 4× MSAA is now enabled
for a better result.

The background loading demo now uses mipmaps for better-looking images.

The material testers demo now samples mouse input in a
resolution-independent manner when panning.

Default clear colors were also changed in some projects for visual
consistency with the project's theme.
2020-01-28 19:08:03 +01:00

52 lines
1.2 KiB
GDScript

extends Control
var effect
var recording
func _ready():
var idx = AudioServer.get_bus_index("Record")
effect = AudioServer.get_bus_effect(idx, 0)
func _on_RecordButton_pressed():
if effect.is_recording_active():
recording = effect.get_recording()
$PlayButton.disabled = false
$SaveButton.disabled = false
effect.set_recording_active(false)
$RecordButton.text = "Record"
$Status.text = ""
else:
$PlayButton.disabled = true
$SaveButton.disabled = true
effect.set_recording_active(true)
$RecordButton.text = "Stop"
$Status.text = "Recording..."
func _on_PlayButton_pressed():
print(recording)
print(recording.format)
print(recording.mix_rate)
print(recording.stereo)
var data = recording.get_data()
print(data)
print(data.size())
$AudioStreamPlayer.stream = recording
$AudioStreamPlayer.play()
func _on_Play_Music_pressed():
if $AudioStreamPlayer2.playing:
$AudioStreamPlayer2.stop()
$PlayMusic.text = "Play Music"
else:
$AudioStreamPlayer2.play()
$PlayMusic.text = "Stop Music"
func _on_SaveButton_pressed():
var save_path = $SaveButton/Filename.text
recording.save_to_wav(save_path)
$Status.text = "Saved WAV file to: %s\n(%s)" % [save_path, ProjectSettings.globalize_path(save_path)]