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-
- <h3>Summary</h3>
- <p>Record audio data by sending to the Arduino sketch. This object allows
- sketch code to receive audio packets.</p>
- <h3>Audio Connections</h3>
- <table class=doc align=center cellpadding=3>
- <tr class=top><th>Port</th><th>Purpose</th></tr>
- <tr class=odd><td align=center>In 0</td><td>Sound To Access</td></tr>
- </table>
- <h3>Functions</h3>
- <p class=func><span class=keyword>begin</span>();</p>
- <p class=desc>Begin capturing incoming audio to the queue. After calling
- begin, readBuffer() and freeBuffer(), or clear() must be used frequently
- to prevent the queue from filling up.
- </p>
- <p class=func><span class=keyword>available</span>();</p>
- <p class=desc>Returns the number of audio packets available to read.
- </p>
- <p class=func><span class=keyword>readBuffer</span>();</p>
- <p class=desc>Read a single audio packet. A pointer to a 128 sample
- array of 16 bit integers is returned. NULL is returned if no packets
- are available.
- </p>
- <p class=func><span class=keyword>freeBuffer</span>();</p>
- <p class=desc>Release the memory from the previously read packet returned
- from readBuffer(). Only a single packet at a time may be read, and
- each packet must be freed with this function, to return the memory to
- the audio library.
- </p>
- <p class=func><span class=keyword>clear</span>();</p>
- <p class=desc>Discard all audio held in the queue.
- </p>
- <p class=func><span class=keyword>end</span>();</p>
- <p class=desc>Stop capturing incoming audio into the queue. Data already
- captured remains in the queue and may be read with readBuffer().
- </p>
- <h3>Examples</h3>
- <p class=exam>File > Examples > Audio > Recorder
- </p>
- <h3>Notes</h3>
- <p>
- Up to 52 packets may be queued by this object, which allows approximately
- 150 ms of audio to be held in the queue, to allow time for the Arduino
- sketch to write data to media or do other high-latency tasks.
-
- The actual packets are taken
- from the pool created by AudioMemory().
- </p>
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