The RecordingNode collects audio data from its inputs and writes that data to a file. The audio data is then passed along to its outputs with no changes.
Common Uses
- Allowing the player to record game audio
- Saving sound effects or music created in the Zilch Engine
Using the RecordingNode
The file created by the RecordingNode will be in WAV format. By default the node will constantly write small amounts of data to the file (when StreamToDisk
is True). The disk access will not affect the audio, but it could possibly affect the game performance. The RecordingNode can also save all data into a buffer and write it all at once when recording is stopped. Unless the recording is very short, writing this much data to disk at once will take a noticeable amount of time. Which method to choose depends on usage and performance needs.
IMPORTANT: The FileName
must contain the full path of the location where the file should be opened and all folders in the path must already exist. Do NOT include a file extension. This property must be set before calling StartRecording
.
The following code shows how to create a file named "RecordingTest.wav" inside the Zilch folder in the user's Documents folder.
this.MyRecorder.FileName = FilePath.CombineDirectoriesAndFile(FilePath.UserDocumentsDirectory, "Zilch\\", "RecordingTest");