Genvid Audio¶
This 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
Unknown
,S16LE
, andF32LE
. The Audio Format property is only used when Audio Mode is set toUnity
.Unknown
is not a supported type.S16LE
is for 16-bit audio.F32LE
is for 32-bit audio.
- Audio Mode
Whether to perform audio capture and how. Options in the selectable list are:
None
,WASAPI
, andUnity
.None
doesn’t perform any audio capture, which can be useful for testing.WASAPI
captures audio from the machine running your application.Unity
captures audio using theAudioListener
in the scene. We recommend using this mode with the Genvid MILE SDK.
Warning
When using the WASAPI audio mode, system alerts, microphone input, and any other audio from the system get captured.
Warning
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.
Note
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 settings.encode.input.silent
to true
in your
configuration. (The default setting.) to remedy to it.