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











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












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

favorite
1






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






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 11 at 18:46

























asked Nov 10 at 21:45









optimus

15




15








  • 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
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.






share|improve this answer





















    Your Answer






    StackExchange.ifUsing("editor", function () {
    StackExchange.using("externalEditor", function () {
    StackExchange.using("snippets", function () {
    StackExchange.snippets.init();
    });
    });
    }, "code-snippets");

    StackExchange.ready(function() {
    var channelOptions = {
    tags: "".split(" "),
    id: "1"
    };
    initTagRenderer("".split(" "), "".split(" "), channelOptions);

    StackExchange.using("externalEditor", function() {
    // Have to fire editor after snippets, if snippets enabled
    if (StackExchange.settings.snippets.snippetsEnabled) {
    StackExchange.using("snippets", function() {
    createEditor();
    });
    }
    else {
    createEditor();
    }
    });

    function createEditor() {
    StackExchange.prepareEditor({
    heartbeatType: 'answer',
    convertImagesToLinks: true,
    noModals: true,
    showLowRepImageUploadWarning: true,
    reputationToPostImages: 10,
    bindNavPrevention: true,
    postfix: "",
    imageUploader: {
    brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
    contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
    allowUrls: true
    },
    onDemand: true,
    discardSelector: ".discard-answer"
    ,immediatelyShowMarkdownHelp:true
    });


    }
    });














     

    draft saved


    draft discarded


















    StackExchange.ready(
    function () {
    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53243719%2fmicrophone-inputs-maximum-float-number-is-1-how-to-make-it-bigger-and-change-i%23new-answer', 'question_page');
    }
    );

    Post as a guest















    Required, but never shown

























    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.






    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

        847




        847






























             

            draft saved


            draft discarded



















































             


            draft saved


            draft discarded














            StackExchange.ready(
            function () {
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53243719%2fmicrophone-inputs-maximum-float-number-is-1-how-to-make-it-bigger-and-change-i%23new-answer', 'question_page');
            }
            );

            Post as a guest















            Required, but never shown





















































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown

































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown







            Popular posts from this blog

            Florida Star v. B. J. F.

            Danny Elfman

            Lugert, Oklahoma