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;
// }
//}
}
c# unity3d
|
show 3 more comments
up vote
-1
down vote
favorite
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
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
|
show 3 more comments
up vote
-1
down vote
favorite
up vote
-1
down vote
favorite
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
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
c# unity3d
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
|
show 3 more comments
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
|
show 3 more comments
1 Answer
1
active
oldest
votes
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.
add a comment |
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
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.
add a comment |
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.
add a comment |
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.
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.
answered Nov 11 at 18:57
Ido H Levi
847
847
add a comment |
add a comment |
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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