I’ve been tasked with making a music app, and I need to record everything that unity is currently playing with its samples etc to an ios file. Think of a piano app sort of thing, and whatever unity is currently playing, gets recorded into a file which I save.
So how to record and save what is currently playing?
Could you please point me in the right direction for this on iOS ?
Optimally?
Not with Unity at all out of my view cause all the functionality you will need only exists on the lower level audio frameworks of iOS itself like CoreAudio and deeper down, as such you won’t play sounds from within unity at all likely. Thats already a granted thing due to the fact that you likely will want full control over audio and lag less audio etc
What you described is fairly fancy, there’s nothing built-in within Unity for recording audio. An app like you’ve described would be something you’d have to build from scratch I believe.
Thanks guys! I guess it means dipping my toe into shark infested waters. Thats a really bad joke since shark is the profiler in xcode. I must be getting old.
You won’t end up with an exported file, but you could make an app which will store a user created musical arrangement, and replay it fairly accurately.
Does this help keeping you out of the shark infested waters I wonder?
don’t forget that you cannot somehow ‘intercept’ data being played (unless it’s you who plays them from a buffer ) on iOS and read bytes as they fly to audio output
i’d say forget unity for this one