Godot Version
v4.3.stable.official [77dcf97d8]
Question
I’m trying to write a program where I process the input audio from my microphone. I’ve added an extra audio bus with an AudioEffectCapture and I seem to be capturing the data.
The problem is, Godot only seems to capture audio to the AudioEffectCapture’s ring buffer if I have AutoPlay checked on the AudioStreamPlayer. This has the side effect of echoing everything the microphone hears to speakers. I don’t want that - I want to just capture the audio data without playing it.
Can I somehow configure my setup so that the AudioStreamMicrophone captures the data without playing it at the same time?