audio_start_recording(recorder_index);
Argument | Description |
---|---|
recorder_index | The index of the recorder source to use. |
Returns: Index
This function will start recording audio from the recorder source indexed. You can get the number of recorder sources using the function audio_get_recorder_count(), and once you start recording the audio will be stored in a temporary buffer and start triggering an Audio Recording Asynchronous Event. This event is triggered every step that recording takes place and will create the special ds_map in the variable async_load with the following key/value pairs:
Note that after the asynchronous event has been triggered, the audio in the temporary buffer will be wiped, so you should be copying it's data into a custom buffer that you have previously created.
NOTE: Recording audio is currently only available currently for the Windows, Xbox One, PlayStation 4 and HTML5 target modules.
audio_record = audio_start_recording(0);
The above code starts recording from the recorder source 0, storing the channel index of the recording in the variable "audio_record" for use in the asynchronous Audio Recording event.