Microphone input's maximum float number is 1. How to make it bigger and change it from 1? Unity C#











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I have a code that takes a microphone input(when pressing "T)" and returns it as a float number (one final float number). However, when I yell or blow into microphone the maximum float it prints is 1 and no matter how I yell or say quietly after it printed 1, it keeps printing 1 only. How to change it to a bigger number. Let's say if I yell it would return a bigger number than if I just say quietly.



using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class MicInputs : MonoBehaviour
{
public enum micActivation
{
HoldToSpeak,

}
public micActivation micControl;
private float sample_max = 0.0f;

public static float MicLoudFloat;
public List<float> recorded_values = new List<float>();
private string theMicroDevice;
AudioClip recordOfClips;
//microphone initialization
void MicroInitialization()
{
if (theMicroDevice == null) theMicroDevice = Microphone.devices[0];
recordOfClips = Microphone.Start(theMicroDevice, true, 999, 44100);
}

void StopMicrophone()
{
Microphone.End(theMicroDevice);
Maximum_Level(); // Collect the final sample
MicLoudFloat = sample_max;
print(MicLoudFloat);

}

void Awake()
{
recordOfClips = AudioClip.Create("nameOfClip", 128, 2, 1000, true);
}
//AudioClip clip = myRecordedOrOwnClip;
//reate(string name, int lengthSamples, int channels, int frequency,
bool stream,
//_sampleWindow = clip.samples;
//AudioClip _clipRecord = new AudioClip();
//AudioClip _clipRecord = AudioClip.Create("nameOfClip", 128, 2, 1,
true);
int samplesWindows = 128;



//=========THIS IS THE START OF THE METHOD========


// get data from microphone into audioclip
float Maximum_Level()
{

float waveData = new float[samplesWindows];
int micPosition = Microphone.GetPosition(null) - (samplesWindows
+1); // null means the first microphone
if (micPosition < 0) return 0;
recordOfClips.GetData(waveData, micPosition);
// Getting a peak on the last 128 samples
for (int i = 0; i < samplesWindows; i++)
{
float wavePeak = waveData[i] * waveData[i];
if (wavePeak > sample_max)
{
sample_max = wavePeak;
}
}
return sample_max;
//float maximum_level = 0;
//float waveData = new float[samplesWindows];
//int micPosition = Microphone.GetPosition(null) - (samplesWindows
+ 1); // null means the first microphone
//if (micPosition < 0) return 0;
//recordOfClips.GetData(waveData, micPosition);
//// Getting a peak on the last 128 samples
//for (int i = 0; i < samplesWindows; i++)
//{
// float wavePeak = waveData[i] * waveData[i];
// if (maximum_level < wavePeak)
// {
// maximum_level = wavePeak;
// recorded_values.Add(maximum_level);
// }
//}

//float max = recorded_values.Max();
////print(max);
//return max;


//print(maximum_level);
//return maximum_level;
}

//=========THIS IS THE END OF THE METHOD========



void Update()
{
if (micControl == micActivation.HoldToSpeak)
{
//if (Microphone.IsRecording(theMicroDevice) &&
Input.GetKey(KeyCode.T) == false)
//StopMicrophone();
//
if (Input.GetKeyDown(KeyCode.T)){ //Push to talk
MicroInitialization();

}
//
if (Input.GetKeyUp(KeyCode.T)){
StopMicrophone();


}

}

Maximum_Level();
// levelMax equals to the highest normalized value power 2, a small
number because < 1
// pass the value to a static var so we can access it from anywhere


//print(MicLoudFloat);
}

//bool isItInitialized;

//// start mic when scene starts
//void OnEnable()
//{
// MicroInitialization();
// isItInitialized = true;
//}

////stop mic when loading a new level or quit application
//void OnDisable()
//{
// StopMicrophone();
//}

//void OnDestroy()
//{
// StopMicrophone();
//}


// detects if the mic gets started & stopped when application gets
focused
//void OnApplicationFocus(bool focus)
//{
// if (focus)
// {
// //Debug.Log("Focus");

// if (!isItInitialized)
// {
// //Debug.Log("Init Mic");
// MicroInitialization();
// isItInitialized = true;
// }
// }
// if (!focus)
// {
// //Debug.Log("Pause");
// StopMicrophone();
// //Debug.Log("Stop Mic");
// isItInitialized = false;

// }
//}
}









share|improve this question




















  • 4




    The actuall sensor only returns values from 0 to 1. Either make the checks at partial numbers. Or just multiply the input by a number. Something like 100.
    – Christopher
    Nov 10 at 21:50












  • In StopMicrophone() I multiplied sample_max by 100. It simply give me the number just multiplied by 100. Which means instead of 1 it gives 100.
    – optimus
    Nov 10 at 22:16










  • If the sensor returns 0 to 1 as float, and you want "half of full volume", jsut compare it to be >= 0.5 You got float values. Use them.
    – Christopher
    Nov 10 at 22:34










  • Since you say that it does return a bigger number when you yell than when you talk quietly, it's not clear what you're asking.
    – Eric Lippert
    Nov 11 at 0:29












  • If the problem is that your microphone has a small dynamic range, that's not a problem you can solve in software. Buy a better microphone.
    – Eric Lippert
    Nov 11 at 0:30















up vote
-1
down vote

favorite
1












I have a code that takes a microphone input(when pressing "T)" and returns it as a float number (one final float number). However, when I yell or blow into microphone the maximum float it prints is 1 and no matter how I yell or say quietly after it printed 1, it keeps printing 1 only. How to change it to a bigger number. Let's say if I yell it would return a bigger number than if I just say quietly.



using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class MicInputs : MonoBehaviour
{
public enum micActivation
{
HoldToSpeak,

}
public micActivation micControl;
private float sample_max = 0.0f;

public static float MicLoudFloat;
public List<float> recorded_values = new List<float>();
private string theMicroDevice;
AudioClip recordOfClips;
//microphone initialization
void MicroInitialization()
{
if (theMicroDevice == null) theMicroDevice = Microphone.devices[0];
recordOfClips = Microphone.Start(theMicroDevice, true, 999, 44100);
}

void StopMicrophone()
{
Microphone.End(theMicroDevice);
Maximum_Level(); // Collect the final sample
MicLoudFloat = sample_max;
print(MicLoudFloat);

}

void Awake()
{
recordOfClips = AudioClip.Create("nameOfClip", 128, 2, 1000, true);
}
//AudioClip clip = myRecordedOrOwnClip;
//reate(string name, int lengthSamples, int channels, int frequency,
bool stream,
//_sampleWindow = clip.samples;
//AudioClip _clipRecord = new AudioClip();
//AudioClip _clipRecord = AudioClip.Create("nameOfClip", 128, 2, 1,
true);
int samplesWindows = 128;



//=========THIS IS THE START OF THE METHOD========


// get data from microphone into audioclip
float Maximum_Level()
{

float waveData = new float[samplesWindows];
int micPosition = Microphone.GetPosition(null) - (samplesWindows
+1); // null means the first microphone
if (micPosition < 0) return 0;
recordOfClips.GetData(waveData, micPosition);
// Getting a peak on the last 128 samples
for (int i = 0; i < samplesWindows; i++)
{
float wavePeak = waveData[i] * waveData[i];
if (wavePeak > sample_max)
{
sample_max = wavePeak;
}
}
return sample_max;
//float maximum_level = 0;
//float waveData = new float[samplesWindows];
//int micPosition = Microphone.GetPosition(null) - (samplesWindows
+ 1); // null means the first microphone
//if (micPosition < 0) return 0;
//recordOfClips.GetData(waveData, micPosition);
//// Getting a peak on the last 128 samples
//for (int i = 0; i < samplesWindows; i++)
//{
// float wavePeak = waveData[i] * waveData[i];
// if (maximum_level < wavePeak)
// {
// maximum_level = wavePeak;
// recorded_values.Add(maximum_level);
// }
//}

//float max = recorded_values.Max();
////print(max);
//return max;


//print(maximum_level);
//return maximum_level;
}

//=========THIS IS THE END OF THE METHOD========



void Update()
{
if (micControl == micActivation.HoldToSpeak)
{
//if (Microphone.IsRecording(theMicroDevice) &&
Input.GetKey(KeyCode.T) == false)
//StopMicrophone();
//
if (Input.GetKeyDown(KeyCode.T)){ //Push to talk
MicroInitialization();

}
//
if (Input.GetKeyUp(KeyCode.T)){
StopMicrophone();


}

}

Maximum_Level();
// levelMax equals to the highest normalized value power 2, a small
number because < 1
// pass the value to a static var so we can access it from anywhere


//print(MicLoudFloat);
}

//bool isItInitialized;

//// start mic when scene starts
//void OnEnable()
//{
// MicroInitialization();
// isItInitialized = true;
//}

////stop mic when loading a new level or quit application
//void OnDisable()
//{
// StopMicrophone();
//}

//void OnDestroy()
//{
// StopMicrophone();
//}


// detects if the mic gets started & stopped when application gets
focused
//void OnApplicationFocus(bool focus)
//{
// if (focus)
// {
// //Debug.Log("Focus");

// if (!isItInitialized)
// {
// //Debug.Log("Init Mic");
// MicroInitialization();
// isItInitialized = true;
// }
// }
// if (!focus)
// {
// //Debug.Log("Pause");
// StopMicrophone();
// //Debug.Log("Stop Mic");
// isItInitialized = false;

// }
//}
}









share|improve this question




















  • 4




    The actuall sensor only returns values from 0 to 1. Either make the checks at partial numbers. Or just multiply the input by a number. Something like 100.
    – Christopher
    Nov 10 at 21:50












  • In StopMicrophone() I multiplied sample_max by 100. It simply give me the number just multiplied by 100. Which means instead of 1 it gives 100.
    – optimus
    Nov 10 at 22:16










  • If the sensor returns 0 to 1 as float, and you want "half of full volume", jsut compare it to be >= 0.5 You got float values. Use them.
    – Christopher
    Nov 10 at 22:34










  • Since you say that it does return a bigger number when you yell than when you talk quietly, it's not clear what you're asking.
    – Eric Lippert
    Nov 11 at 0:29












  • If the problem is that your microphone has a small dynamic range, that's not a problem you can solve in software. Buy a better microphone.
    – Eric Lippert
    Nov 11 at 0:30













up vote
-1
down vote

favorite
1









up vote
-1
down vote

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1





I have a code that takes a microphone input(when pressing "T)" and returns it as a float number (one final float number). However, when I yell or blow into microphone the maximum float it prints is 1 and no matter how I yell or say quietly after it printed 1, it keeps printing 1 only. How to change it to a bigger number. Let's say if I yell it would return a bigger number than if I just say quietly.



using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class MicInputs : MonoBehaviour
{
public enum micActivation
{
HoldToSpeak,

}
public micActivation micControl;
private float sample_max = 0.0f;

public static float MicLoudFloat;
public List<float> recorded_values = new List<float>();
private string theMicroDevice;
AudioClip recordOfClips;
//microphone initialization
void MicroInitialization()
{
if (theMicroDevice == null) theMicroDevice = Microphone.devices[0];
recordOfClips = Microphone.Start(theMicroDevice, true, 999, 44100);
}

void StopMicrophone()
{
Microphone.End(theMicroDevice);
Maximum_Level(); // Collect the final sample
MicLoudFloat = sample_max;
print(MicLoudFloat);

}

void Awake()
{
recordOfClips = AudioClip.Create("nameOfClip", 128, 2, 1000, true);
}
//AudioClip clip = myRecordedOrOwnClip;
//reate(string name, int lengthSamples, int channels, int frequency,
bool stream,
//_sampleWindow = clip.samples;
//AudioClip _clipRecord = new AudioClip();
//AudioClip _clipRecord = AudioClip.Create("nameOfClip", 128, 2, 1,
true);
int samplesWindows = 128;



//=========THIS IS THE START OF THE METHOD========


// get data from microphone into audioclip
float Maximum_Level()
{

float waveData = new float[samplesWindows];
int micPosition = Microphone.GetPosition(null) - (samplesWindows
+1); // null means the first microphone
if (micPosition < 0) return 0;
recordOfClips.GetData(waveData, micPosition);
// Getting a peak on the last 128 samples
for (int i = 0; i < samplesWindows; i++)
{
float wavePeak = waveData[i] * waveData[i];
if (wavePeak > sample_max)
{
sample_max = wavePeak;
}
}
return sample_max;
//float maximum_level = 0;
//float waveData = new float[samplesWindows];
//int micPosition = Microphone.GetPosition(null) - (samplesWindows
+ 1); // null means the first microphone
//if (micPosition < 0) return 0;
//recordOfClips.GetData(waveData, micPosition);
//// Getting a peak on the last 128 samples
//for (int i = 0; i < samplesWindows; i++)
//{
// float wavePeak = waveData[i] * waveData[i];
// if (maximum_level < wavePeak)
// {
// maximum_level = wavePeak;
// recorded_values.Add(maximum_level);
// }
//}

//float max = recorded_values.Max();
////print(max);
//return max;


//print(maximum_level);
//return maximum_level;
}

//=========THIS IS THE END OF THE METHOD========



void Update()
{
if (micControl == micActivation.HoldToSpeak)
{
//if (Microphone.IsRecording(theMicroDevice) &&
Input.GetKey(KeyCode.T) == false)
//StopMicrophone();
//
if (Input.GetKeyDown(KeyCode.T)){ //Push to talk
MicroInitialization();

}
//
if (Input.GetKeyUp(KeyCode.T)){
StopMicrophone();


}

}

Maximum_Level();
// levelMax equals to the highest normalized value power 2, a small
number because < 1
// pass the value to a static var so we can access it from anywhere


//print(MicLoudFloat);
}

//bool isItInitialized;

//// start mic when scene starts
//void OnEnable()
//{
// MicroInitialization();
// isItInitialized = true;
//}

////stop mic when loading a new level or quit application
//void OnDisable()
//{
// StopMicrophone();
//}

//void OnDestroy()
//{
// StopMicrophone();
//}


// detects if the mic gets started & stopped when application gets
focused
//void OnApplicationFocus(bool focus)
//{
// if (focus)
// {
// //Debug.Log("Focus");

// if (!isItInitialized)
// {
// //Debug.Log("Init Mic");
// MicroInitialization();
// isItInitialized = true;
// }
// }
// if (!focus)
// {
// //Debug.Log("Pause");
// StopMicrophone();
// //Debug.Log("Stop Mic");
// isItInitialized = false;

// }
//}
}









share|improve this question















I have a code that takes a microphone input(when pressing "T)" and returns it as a float number (one final float number). However, when I yell or blow into microphone the maximum float it prints is 1 and no matter how I yell or say quietly after it printed 1, it keeps printing 1 only. How to change it to a bigger number. Let's say if I yell it would return a bigger number than if I just say quietly.



using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class MicInputs : MonoBehaviour
{
public enum micActivation
{
HoldToSpeak,

}
public micActivation micControl;
private float sample_max = 0.0f;

public static float MicLoudFloat;
public List<float> recorded_values = new List<float>();
private string theMicroDevice;
AudioClip recordOfClips;
//microphone initialization
void MicroInitialization()
{
if (theMicroDevice == null) theMicroDevice = Microphone.devices[0];
recordOfClips = Microphone.Start(theMicroDevice, true, 999, 44100);
}

void StopMicrophone()
{
Microphone.End(theMicroDevice);
Maximum_Level(); // Collect the final sample
MicLoudFloat = sample_max;
print(MicLoudFloat);

}

void Awake()
{
recordOfClips = AudioClip.Create("nameOfClip", 128, 2, 1000, true);
}
//AudioClip clip = myRecordedOrOwnClip;
//reate(string name, int lengthSamples, int channels, int frequency,
bool stream,
//_sampleWindow = clip.samples;
//AudioClip _clipRecord = new AudioClip();
//AudioClip _clipRecord = AudioClip.Create("nameOfClip", 128, 2, 1,
true);
int samplesWindows = 128;



//=========THIS IS THE START OF THE METHOD========


// get data from microphone into audioclip
float Maximum_Level()
{

float waveData = new float[samplesWindows];
int micPosition = Microphone.GetPosition(null) - (samplesWindows
+1); // null means the first microphone
if (micPosition < 0) return 0;
recordOfClips.GetData(waveData, micPosition);
// Getting a peak on the last 128 samples
for (int i = 0; i < samplesWindows; i++)
{
float wavePeak = waveData[i] * waveData[i];
if (wavePeak > sample_max)
{
sample_max = wavePeak;
}
}
return sample_max;
//float maximum_level = 0;
//float waveData = new float[samplesWindows];
//int micPosition = Microphone.GetPosition(null) - (samplesWindows
+ 1); // null means the first microphone
//if (micPosition < 0) return 0;
//recordOfClips.GetData(waveData, micPosition);
//// Getting a peak on the last 128 samples
//for (int i = 0; i < samplesWindows; i++)
//{
// float wavePeak = waveData[i] * waveData[i];
// if (maximum_level < wavePeak)
// {
// maximum_level = wavePeak;
// recorded_values.Add(maximum_level);
// }
//}

//float max = recorded_values.Max();
////print(max);
//return max;


//print(maximum_level);
//return maximum_level;
}

//=========THIS IS THE END OF THE METHOD========



void Update()
{
if (micControl == micActivation.HoldToSpeak)
{
//if (Microphone.IsRecording(theMicroDevice) &&
Input.GetKey(KeyCode.T) == false)
//StopMicrophone();
//
if (Input.GetKeyDown(KeyCode.T)){ //Push to talk
MicroInitialization();

}
//
if (Input.GetKeyUp(KeyCode.T)){
StopMicrophone();


}

}

Maximum_Level();
// levelMax equals to the highest normalized value power 2, a small
number because < 1
// pass the value to a static var so we can access it from anywhere


//print(MicLoudFloat);
}

//bool isItInitialized;

//// start mic when scene starts
//void OnEnable()
//{
// MicroInitialization();
// isItInitialized = true;
//}

////stop mic when loading a new level or quit application
//void OnDisable()
//{
// StopMicrophone();
//}

//void OnDestroy()
//{
// StopMicrophone();
//}


// detects if the mic gets started & stopped when application gets
focused
//void OnApplicationFocus(bool focus)
//{
// if (focus)
// {
// //Debug.Log("Focus");

// if (!isItInitialized)
// {
// //Debug.Log("Init Mic");
// MicroInitialization();
// isItInitialized = true;
// }
// }
// if (!focus)
// {
// //Debug.Log("Pause");
// StopMicrophone();
// //Debug.Log("Stop Mic");
// isItInitialized = false;

// }
//}
}






c# unity3d






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share|improve this question








edited Nov 11 at 18:46

























asked Nov 10 at 21:45









optimus

75




75








  • 4




    The actuall sensor only returns values from 0 to 1. Either make the checks at partial numbers. Or just multiply the input by a number. Something like 100.
    – Christopher
    Nov 10 at 21:50












  • In StopMicrophone() I multiplied sample_max by 100. It simply give me the number just multiplied by 100. Which means instead of 1 it gives 100.
    – optimus
    Nov 10 at 22:16










  • If the sensor returns 0 to 1 as float, and you want "half of full volume", jsut compare it to be >= 0.5 You got float values. Use them.
    – Christopher
    Nov 10 at 22:34










  • Since you say that it does return a bigger number when you yell than when you talk quietly, it's not clear what you're asking.
    – Eric Lippert
    Nov 11 at 0:29












  • If the problem is that your microphone has a small dynamic range, that's not a problem you can solve in software. Buy a better microphone.
    – Eric Lippert
    Nov 11 at 0:30














  • 4




    The actuall sensor only returns values from 0 to 1. Either make the checks at partial numbers. Or just multiply the input by a number. Something like 100.
    – Christopher
    Nov 10 at 21:50












  • In StopMicrophone() I multiplied sample_max by 100. It simply give me the number just multiplied by 100. Which means instead of 1 it gives 100.
    – optimus
    Nov 10 at 22:16










  • If the sensor returns 0 to 1 as float, and you want "half of full volume", jsut compare it to be >= 0.5 You got float values. Use them.
    – Christopher
    Nov 10 at 22:34










  • Since you say that it does return a bigger number when you yell than when you talk quietly, it's not clear what you're asking.
    – Eric Lippert
    Nov 11 at 0:29












  • If the problem is that your microphone has a small dynamic range, that's not a problem you can solve in software. Buy a better microphone.
    – Eric Lippert
    Nov 11 at 0:30








4




4




The actuall sensor only returns values from 0 to 1. Either make the checks at partial numbers. Or just multiply the input by a number. Something like 100.
– Christopher
Nov 10 at 21:50






The actuall sensor only returns values from 0 to 1. Either make the checks at partial numbers. Or just multiply the input by a number. Something like 100.
– Christopher
Nov 10 at 21:50














In StopMicrophone() I multiplied sample_max by 100. It simply give me the number just multiplied by 100. Which means instead of 1 it gives 100.
– optimus
Nov 10 at 22:16




In StopMicrophone() I multiplied sample_max by 100. It simply give me the number just multiplied by 100. Which means instead of 1 it gives 100.
– optimus
Nov 10 at 22:16












If the sensor returns 0 to 1 as float, and you want "half of full volume", jsut compare it to be >= 0.5 You got float values. Use them.
– Christopher
Nov 10 at 22:34




If the sensor returns 0 to 1 as float, and you want "half of full volume", jsut compare it to be >= 0.5 You got float values. Use them.
– Christopher
Nov 10 at 22:34












Since you say that it does return a bigger number when you yell than when you talk quietly, it's not clear what you're asking.
– Eric Lippert
Nov 11 at 0:29






Since you say that it does return a bigger number when you yell than when you talk quietly, it's not clear what you're asking.
– Eric Lippert
Nov 11 at 0:29














If the problem is that your microphone has a small dynamic range, that's not a problem you can solve in software. Buy a better microphone.
– Eric Lippert
Nov 11 at 0:30




If the problem is that your microphone has a small dynamic range, that's not a problem you can solve in software. Buy a better microphone.
– Eric Lippert
Nov 11 at 0:30












1 Answer
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accepted










The sensor returns only a 0 or a 1, it's not 0->inf, if you want to something else, like checking how load is the voice from 0 to 100, you could record it and check the audio file highest bump and return that.






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    1 Answer
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    up vote
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    down vote



    accepted










    The sensor returns only a 0 or a 1, it's not 0->inf, if you want to something else, like checking how load is the voice from 0 to 100, you could record it and check the audio file highest bump and return that.






    share|improve this answer

























      up vote
      -1
      down vote



      accepted










      The sensor returns only a 0 or a 1, it's not 0->inf, if you want to something else, like checking how load is the voice from 0 to 100, you could record it and check the audio file highest bump and return that.






      share|improve this answer























        up vote
        -1
        down vote



        accepted







        up vote
        -1
        down vote



        accepted






        The sensor returns only a 0 or a 1, it's not 0->inf, if you want to something else, like checking how load is the voice from 0 to 100, you could record it and check the audio file highest bump and return that.






        share|improve this answer












        The sensor returns only a 0 or a 1, it's not 0->inf, if you want to something else, like checking how load is the voice from 0 to 100, you could record it and check the audio file highest bump and return that.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 11 at 18:57









        Ido H Levi

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