godotengine / godotengine/godot-docs
Add documentation on how to convert AudioEffectCapture into usable audio/ how to use get_buffer_frames
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Description
### Describe the project you are working on
A game that relies on passing audio
### Describe the problem or limitation you are having in your project
I am trying to capture audio in Godot.
Godot provides an "AudioEffectCapture" effect, with a method "get_buffer()", that allows you to get the audiosamples
However, there is a lack of documentation on how to use this data.
> Application code should consume these audio frames from this ring buffer using get_buffer() and process it as needed, for example to capture data from an AudioStreamMicrophone, implement application-defined effects, or to transmit audio over the network. When capturing audio data from a microphone, the format of the samples will be stereo 32-bit floating point PCM.
There is a lot of "what", but not a lot of "how".
For instance,is it possible to convert this PoolVector2Array into a usable poolbytearray? How does one turn the audio frames into usable game audio? To users with little experience with the technicalities, it doesn't seem particularly helpful.
Upon searching google, r/Godot, Youtube, there is no documentation on how to actually "use" the audioeffectcapture, or what to do with the PoolVector2Array.
Audioeffectrecord is a thing, but I would like to use audioeffectcapture if possible, as it seems to grant a little more control.
### Describe the feature / enhancement and how it helps to overcome the problem or limitation
Slightly better documentation would be more helpful to the user
### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
There should be documentation underneath the get_buffer() method that provides a short example on how to actually use the audioframesamples, or if possible, how to convert the samples into a usable form ie PoolByteArray...
### If this enhancement will not be used often, can it be worked around with a few lines of script?
No
### Is there a reason why this should be core and not an add-on in the asset library?
User experience
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