Multiple Audiosources recording from the same microphone

I’m working on an app, it’s supposed to be a mobile app, hence there’s only one microphone available…

I’m wondering if I can use this single microphone to manipulate recordings of audioclips to different AudioSource objects.

I mean, in one case I may want one audiosource to constantly record for 20 seconds for example, while in the other audiosource I may want to start recording after 3 seconds, record for 10 seconds and then stop…

Is it possible to handle simultaneous recordings for 2 different audiosources in the same time and manipulate them independently from one another?

I’m probably going to answer my own question after a few tests I made…

What I wanted to know if at any time a microphone is dedicated in recording to a single AudioClip or if it could record to multiple AudioClips at the same time. After trying the following code though:

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {


	AudioSource aud;
	AudioClip rec1;
	AudioClip rec2;

	void Start() {
		Debug.Log ("Testing sound recording");

		aud = GetComponent<AudioSource>();
		rec1 = Microphone.Start(null, false, 5, 44100);
		rec2 = Microphone.Start(null, false, 10, 44100);

	}

	void Update(){
		if(Input.GetKeyUp(KeyCode.A) || Input.touchCount >0){
			Debug.Log("Playing clip 1!!!");
			aud.clip = rec1;
			aud.Play();
		}

		else if(Input.GetKeyUp(KeyCode.B) || Input.touchCount >0){
			Debug.Log("Playing clip 2!!!");
			aud.clip = rec2;
			aud.Play();

		}
	}
}

I get the feeling that this is not possible. I manage to play AudioClip 2, but when I try to play AudioClip 1 I get no sound.

I’ll probably have to think of a different approach to what I have in mind…

Any luck @abracadabra1980 ? I’m having the same issue.

I know it an old post but since nobody answer, maybe it could help.
according to your own anwer, if you cant record 2 audioclip form same source ( i 'm asking the same that how i fall there), the workaround is to get the sound from the previous audioclip at defined time.

Here an exemple of what u could use :

private string mic = null;
    private int micPos = 0;
    private int samplerate = 16000;

    private AudioClip GetAudioClip (AudioClip AC, int startPos)
    {
        micPos = Microphone.GetPosition(mic);
        
        // be sure start pos is minimum 0
        startPos = startPos < 0 ? 0 : startPos;
        // clip lenght
        int clipSize = micPos - startPos;

        float[] clipSampleData = new float[clipSize];
        // get sample from original clip
        AC.GetData(clipSampleData, startPos);
        // create a new one
        AudioClip fullclip = AudioClip.Create("sample", clipSize, 1, samplerate, false);
        // fill the new clip
        fullclip.SetData(clipSampleData, 0);

        return fullclip;
    }