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Copy file name to clipboardExpand all lines: Assets/HoloToolkit/Input/Scripts/Microphone/MicStream.cs
+2-2Lines changed: 2 additions & 2 deletions
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@@ -162,10 +162,10 @@ public static bool CheckForErrorOnCall(int returnCode)
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switch(returnCode)
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{
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case(int)ErrorCodes.ALREADY_RECORDING:
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Debug.LogError("WARNING: Tried to start recording when you were already doing so. You need to stop your previous recording before you can start again.");
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Debug.LogWarning("WARNING: Tried to start recording when you were already doing so. You need to stop your previous recording before you can start again.");
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returnfalse;
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case(int)ErrorCodes.ALREADY_RUNNING:
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Debug.LogError("WARNING: Tried to initialize microphone more than once");
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Debug.LogWarning("WARNING: Tried to initialize microphone more than once");
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returnfalse;
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case(int)ErrorCodes.GRAPH_NOT_EXIST:
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Debug.LogError("ERROR: Tried to do microphone things without a properly initialized microphone. \n Do you have a mic plugged into a functional audio system and did you call MicInitialize() before anything else ??");
/// can boost volume here as desired. 1 is default but probably too quiet. can change during operation.
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/// Can boost volume here as desired. 1 is default.
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/// <remarks>Can be updated at runtime.</remarks>
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/// </summary>
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publicfloatInputGain=1;
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/// <summary>
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/// if keepAllData==false, you'll always get the newest data no matter how long the program hangs for any reason, but will lose some data if the program does hang
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/// can only be set on initialization
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/// if keepAllData==false, you'll always get the newest data no matter how long the program hangs for any reason,
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/// but will lose some data if the program does hang.
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/// <remarks>Can only be set on initialization.</remarks>
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/// </summary>
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publicboolKeepAllData;
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/// <summary>
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/// Should the mic stream start automatically when this component is enabled?
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/// If true, Starts the mic stream automatically when this component is enabled.
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/// </summary>
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publicboolAutomaticallyStartStream=true;
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/// <summary>
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/// Do you want to hear what the microphone sounds like by listening to the AudioSource in Unity?
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/// Plays back the microphone audio source though default audio device.
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/// </summary>
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publicboolListenToAudioSource=true;
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publicboolPlaybackMicrophoneAudioSource=true;
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/// <summary>
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/// The name of the file to which to save audio (for commands that save to a file)
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/// The name of the file to which to save audio (for commands that save to a file).
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/// </summary>
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publicstringSaveFileName="MicrophoneTest.wav";
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/// <summary>
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/// Records estimation of volume from the microphone to affect other elements of the game object
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/// Records estimation of volume from the microphone to affect other elements of the game object.
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/// </summary>
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privatefloataverageAmplitude;
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/// <summary>
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/// how small can our object be in this demo?
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/// Minimum size the demo cube can be during runtime.
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