Hey! I would love to create a little audio vizualiser app, however, every tutorial I see seems to be using AudioStreamPlayer nodes which are inside the engine from local audio files. I would like for Godot to record one app specifically (eg Spotify, Browser), or all Desktop Audio.
Everything I look up about this seems to point to routing desktop audio as a microphone, but that’s a really hacky way to get it working. Is there really no way to get an input from desktop/app audio?
Unfortunately this is nowhere near as simple as it sounds. Realistically you have two options, either you can use the Mono version of Godot and use C#, which should have some NuGet packages for audio related work, which should be able to achieve what you’re looking for.
The other option is to create a GDExtension yourself. Sadly neither of these are easy to do, but I think the C# route with some NuGet packages are the easiest to do.