Recording with microphone

Godot supports in-game audio recording for Windows, macOS, Linux, Android and iOS.

A simple demo is included in the official demo projects and will be used as support for this tutorial:

You will need to enable audio input in the project settings, or you'll just get empty audio files.

The structure of the demo

The demo consists of a single scene. This scene includes two major parts: the GUI and the audio.

We will focus on the audio part. In this demo, a bus named Record with the effect Record is created to handle the audio recording. An AudioStreamPlayer named AudioStreamRecord is used for recording.

../../_images/record_bus.png ../../_images/record_stream_player.png
var effect
var recording

func _ready():
    # We get the index of the "Record" bus.
    var idx = AudioServer.get_bus_index("Record")
    # And use it to retrieve its first effect, which has been defined
    # as an "AudioEffectRecord" resource.
    effect = AudioServer.get_bus_effect(idx, 0)

The audio recording is handled by the AudioEffectRecord resource which has three methods: get_recording(), is_recording_active(), and set_recording_active().

func _on_record_button_pressed():
    if effect.is_recording_active():
        recording = effect.get_recording()
        $PlayButton.disabled = false
        $SaveButton.disabled = false
        $RecordButton.text = "Record"
        $Status.text = ""
        $PlayButton.disabled = true
        $SaveButton.disabled = true
        $RecordButton.text = "Stop"
        $Status.text = "Recording..."

At the start of the demo, the recording effect is not active. When the user presses the RecordButton, the effect is enabled with set_recording_active(true).

On the next button press, as effect.is_recording_active() is true, the recorded stream can be stored into the recording variable by calling effect.get_recording().

func _on_play_button_pressed():