メインコンテンツにスキップ
Unity logo
キャンセル
プライバシー設定
カート
アプリケーション
Sell Assets

11,000 種類を超える 5 つ星アセット

8.5 万人以上の顧客による評価

10 万人を超えるフォーラムメンバーが支持

すべてのアセットを Unity が審査済み

16件のうち 1 - 10を表示中
ユーザーレビュー
表示順
a
Great Simplicity, but Beware of Microphone Config Limitations
6 months ago
amoeini1バージョン 4.0.5 で
I like this plugin — it's clean and easy to use. You basically just need to point Unity's Microphone to FrostweepGames.Microphone, and everything works seamlessly. I appreciate this simplicity, especially compared to other libraries that require a completely different interface and code refactoring. That said, I did run into a significant issue. The plugin appears to ignore microphone settings such as sample rate and channel configuration without any warning or indication. In my case, I set the sample rate to 16kHz — which is required for some services I use (Google, OpenAI, etc.) — but when deploying to WebGL, the sample rate unexpectedly defaults to 44.1kHz or 48kHz. This discrepancy caused compatibility problems and cost me nearly two days of debugging. I had switched from the uMicrophone library expecting this plugin to behave exactly like Unity’s native microphone API, including honoring configuration settings, but unfortunately that wasn’t the case. Before purchasing, I couldn’t find any clear documentation addressing this limitation. If the information is available, it’s not very visible. So just a heads-up for others: if you're working with APIs that require a specific sample rate or configuration, you may need to implement your own resampling logic to handle inconsistencies — which can also vary by browser. Overall, I like the plugin’s simplicity, but this behavior should be more clearly documented to help avoid confusion and lost development time. Update: Thanks for the quick and clear response! The explanation about Unity WebGL converting the audio clip to 48kHz cleared up the confusion. I had read the documentation, but this wasn’t super obvious until you mentioned it. I hadn’t realized that using Microphone.GetData() directly was necessary to get the exact sample rate data. Since both Microphone.GetData() and the audio clip’s GetData() methods have similar names and structure, it wasn’t obvious at first. I'm changing my review to 5 star.
このレビューは役に立ちましたか?
0
0
パブリッシャーからの返信:
6 months ago に返信
Hello, thanks for the review. Actually it is support the Sample Rate changing. However it very dependent how you check exact sample rate and how you proceed with it. The plugin itself recording and generating the sample data in exact sample rate and channels amount you provide to it (it support 1 or 2 channels for mono and stereo at this moment). But when you try to load samples from mic library into the AudioClip the Unity webgl sound processing background converts it to the 48kHz which may cause some misunderstandings. Thats why we provided the API to directly get the recorded samples or/and use the streaming recording data. That plugin is used in some other Google STT plugin which require 16kHz and it works just fine. Microphone.GetData(); API is what you need to get the accurate samples. Best Regards
Z
The Only one that works seamlessly and dependably!
a year ago
ZealousAppex以前のバージョン 4.0.2 で
Works perfectly on a// platform especially on WebGL! We need to be able to record in cycles and this works perfectly, thank you!
このレビューは役に立ちましたか?
1
0
g
Unity 6 OFF
a year ago
giotincreator以前のバージョン 4.0.2 で
It is not working in Unity 6, so I had to downgrade the whole project, it was not fun. Otherwise it works perfectly in older versions of Unity.
このレビューは役に立ちましたか?
0
0
パブリッシャーからの返信:
a year ago に返信
Hello, the Unity 6 is supported in latest version of an asset
m
Recording
a year ago
moayad-rahhal以前のバージョン 4.0.2 で
Cool plugin
このレビューは役に立ちましたか?
0
0
パブリッシャーからの返信:
a year ago に返信
Hello. Make sure you wrote code in appropriate way. Make sure you granted access to microphone before starting the recording. make sure you starting recording not automatically right after init. Best Regards
W
The Asset You need for WebGL microphone
3 years ago
WILLIAM_BAAKLINI以前のバージョン 4.0.2 で
with only one line of code you have your full microphone functionality inside of WebGL and all other platforms functioning and running.
このレビューは役に立ちましたか?
0
0
S
In progress
3 years ago
Soleccito以前のバージョン 3.0.1 で
I have changed my review, they support via email. Thanks.
このレビューは役に立ちましたか?
0
0
パブリッシャーからの返信:
3 years ago に返信
Hello, contact us on email and we will respond you asap. Best Regards
j
Great Plugin, but small bug in most recent version.
3 years ago
jackflukinger以前のバージョン 3.0.1 で
Hey, really great plugin. However, in the most recent version, line 177 in Microphone.cs is commented out. This makes it so that when CustomMicrophone.HasMicrophonePermission() is called, even if the permissions have changed the event is never raised. Cheers!
このレビューは役に立ちましたか?
0
0
s
clip to MP3 or wav
4 years ago
shigekeji以前のバージョン 3.0.1 で
how can i make this clip to MP3 or wav
このレビューは役に立ちましたか?
0
1
パブリッシャーからの返信:
4 years ago に返信
hello, look at this solution which have to be modified for your needs (for saving in WebGL) it will convert AudioClip to a WAV file: https://gist.github.com/drawcode/10341911 if you want to save file, you could use our WebGL File Browser asset. Thank You, Best Regards
I
You are proving the best assets. and I would like to ask for one thing.
5 years ago
IMRC以前のバージョン 2.3.1 で
Hello~ I often uses you(?) or the your company assets like this and google cloud speech recognition (GCSR). In my previous project, I used voice detection function in GCSR asset (maybe 'BeginTalkigEventHandler()' ). It was amazing and it worked really well, so I was able to successfully finish the development. Thank you so much. And I'm going to upload this to the website using unity WebGL. So I also bought this asset to get your help. And I noticed that there is no voice detection function in this asset. I'm a little embarrassed, and I have some question. 1. Do you have any plans to update voice detection function? 2. If not, is this function impossible to operate on webgl? I look forward to hearing from you. Thank you.
このレビューは役に立ちましたか?
1
0
パブリッシャーからの返信:
5 years ago に返信
Hello, thanks for using our products. actually its not so hard to implement same feature for voice detection in this asset. there is only one function which is handles voice detection. We used it in Voice Pro asset together with Microphone Library. You could write us in our Discord and we will help you with integration of it. Best Regards UPD: - Vocie detection feature is now live with improvements
S
Works in multiplayer !
5 years ago
SIV以前のバージョン 2.3.1 で
I used this asset in a PUN multiplayer and it worked like a charm, had some request and the support more than happy to help, thank you !
このレビューは役に立ちましたか?
0
0
高品質なアセット
11,000 種類を超える 5 つ星アセット
信頼がある
8.5 万人以上の顧客による評価
コミュニティが支持
10 万人以上のフォーラムメンバーが支持
Unity logo

フィードバック

パートナープログラム

パートナー
Copyright © 2026 Unity Technologies
全ての表示価格には消費税は含まれていません