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[macOS/iOS] Use hardware sampling rates for audio I/O. #88628
[macOS/iOS] Use hardware sampling rates for audio I/O. #88628
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I'm still new to the Godot's source code, so take everything I say with a grain of salt.
They look like they are.
Since audio generation is happening only in a callback by the current output device and uses |
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Tested out the mic record demo and it works flawlessly.
The code looks good too. So I'm giving it my thumbs up.
Great job, @bruvzg !
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Just needs a rebase & this'll be good to go!
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Thanks! |
Instead of "mix_rate" from the project settings, use preferred OS values, since API can work only with the limited set of values depending on device.
Fixes #58180
TODO:
AudioStreamPlaybackMicrophone
are sufficient to correctly resample it.Edit: I corrected a typo in "mix_rate". - @adamscott