View Full Version : Minor nAudio Issue

12-02-2017, 05:13 PM
It appears that when you enable nAudio and select a playback device other than the Windows default device, the clips play through the correct device, but the radio beeps come through the default device instead.

Also, is it possible to have a dropdown for the voice recognition input device as well? These options are helpful for Oculus Rift users since it has integrated headphones and microphone, but isn't logical to keep it set as the default device.

12-02-2017, 05:53 PM
The beeps-through-default-device issue was partially fixed in the last update - the beeps will play using whatever device was selected when the app first started. So it's still not fixed, but it's not as bad as it was - restarting the app after selecting an audio output device should allow the beeps to come through the correct device. But it will be fixed properly in the next update (tonight, if the kids go to bed without a fight :))

[edit] - just fixed the code, will be part of the next release

The recording device is a bit more challenging - the speech recognition API only allows you to use the default recording device. If you want to use another device you have to capture the audio input as a stream and pipe it to the recogniser. It's doable but is a lot more work and isn't in the immediate backlog

12-03-2017, 01:53 AM
Thanks for the info! I appreciate the effort, dealing with audio devices in Windows has been a huge pain in the ass any time I've tried to work with them in code.