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This is post getting this PR in
godotengine/godot#113288

The demonstrations reads, records and visualizes the microphone audio input data.

Additionally there is a component for playing the acquired audio data back to the speakers with a delay. If the delay changes the stream is paused or sped up to compensate, using the AudioEffectPitchShift to compensate.

The combination of setting pitch_scale on the stream (to resample and change the rate) and the pitch_scale on the Effect in opposite directions is in order to implement the playbackRate feature available in HTML5.

@goatchurchprime goatchurchprime marked this pull request as ready for review December 11, 2025 15:25
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2 participants