Like the title says, Microphone.Start and other Microphone methods are always using the default device and ignoring the device passed to them. This person has the same problem but got no answer in the Scripting sub forum. We are using 2017.3.1f1 and have no idea since which version the problem exists.
I’ve reported the bug last friday, but wanted to see if anyone from Unity has a workaround for it.
Cheers!
Daniel