GenvidAudio prefab object defines the audio capture from your game
for your broadcast session. Only one
GenvidAudio object is accepted per
GenvidSession. This object contains various properties you must
set to perform the capture in the way you prefer:
- Stream Name
- The name of the audio stream. Make sure to use a unique name compared to the other streams used in your application.
- Audio Format
The audio format to use for your capture. Options in the selectable list are
F32LE. The Audio Format property is only used when Audio Mode is set to
Unknownis not a supported type.
S16LEis for 16-bit audio.
F32LEis for 32-bit audio.
- Audio Mode
Whether to perform audio capture and how. Options in the selectable list are:
Nonedoesn’t perform any audio capture, which can be useful for testing.
WASAPIcaptures audio from the machine running your application.
Unitycaptures audio using the
AudioListenerin the scene. We recommend using this mode with the Genvid MILE SDK.
When using the WASAPI audio mode, system alerts, microphone input, and any other audio from the system get captured.
When running at 60 FPS you will have to adjust the DSP buffer size in the project setting to “Good latency” in order to have a submitted audio buffer size that is consistent with that frame rate.
When developing your application using a local environment and wasapi capture,
the game will also capture its own audio stream creating an audio loop.
You can set
true in your
configuration. (The default setting.) to remedy to it.