-
Notifications
You must be signed in to change notification settings - Fork 214
Closed
Labels
bugSomething isn't workingSomething isn't workingissuedThis means the ticket is already created on internal issue trackerThis means the ticket is already created on internal issue tracker
Description
Package version
3.0.0-pre.1
Environment
* OS: android
* Unity version: 2019.4Steps To Reproduce
my code:
1.Obtain local audio from the microphone and transmit it to remote users:
private IEnumerator CaptureAudioStart()
{
var deviceName = Microphone.devices[0];
var micClip = Microphone.Start(deviceName, true, 1, 48000);
// set the latency to “0” samples before the audio starts to play.
while (!(Microphone.GetPosition(deviceName) > 0)) { }
sourceAudio.clip = micClip;
sourceAudio.loop = true;
sourceAudio.reverbZoneMix = 0;
audioStreamTrack = new AudioStreamTrack(sourceAudio);
yield return null;
}
2, Obtain audio streams from remote users for real-time playback:
receiveStream = new MediaStream();
receiveStream.OnAddTrack = e =>
{
if (e.Track is AudioStreamTrack track1)
{
Debug.LogWarning("audioTrack: " + track1.ToString());
StartCoroutine(CaptureAudioStart(track1));
//receiveAudio.SetTrack(track1);
//receiveAudio.loop = true;
//receiveAudio.Play();
}
};
pc2.OnTrack = e =>
{
receiveStream.AddTrack(e.Track);
Debug.LogWarning("OnTrack: ");
};
Current Behavior
Why is there a lot of noise when using a microphone to obtain local audio and then simultaneously playing the remote audio stream?
Expected Behavior
No response
Anything else?
No response
Metadata
Metadata
Assignees
Labels
bugSomething isn't workingSomething isn't workingissuedThis means the ticket is already created on internal issue trackerThis means the ticket is already created on internal issue tracker