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New Participant
October 2, 2025
Question

Recording sound from headset

  • October 2, 2025
  • 5 replies
  • 252 views

Hi, I'm developing an app from Unity targeting Meta Quest headsets. I need to record the sound from the nearby however I can't figure out how to. I read the docs from the Voice SDK but it seems like it always sends the recordings to Wit.ai, which is not what I want. How would I go about simply reading sound data from the device, no transcription or anything?

5 replies

Meta Employee
October 2, 2025

Hello there!

What are your use cases for the recorded sound? Are there any other sounds you plan on recording? Any additional information you can provide on your vision for this feature, will help me to assist you!

TerenSTTAuthor
New Participant
October 2, 2025

Hi Gatorsauru5,

I am mostly interested in recording spoken sound, not the headset sound itself. Think of a conversation setup between people, or similar scenarios.

Meta Employee
October 3, 2025

I would recommend checking out the Microphone class from Unity! You may choose the appropriate microphone, use this class to record audio clips, get the position in samples of the recording and more. This should allow you to create the results you want.

Hope this help!

TerenSTTAuthor
New Participant
October 6, 2025

I tried using Microphone previously, but the app would freeze as soon as I build and run it. I also tried first checking if I needed permissions with `UnityEngine.Android.Permission` and the issue is still the same. For context, I am starting a recording with `Microphone.Start(null, false, 30, 16000)`.

New Participant
October 7, 2026

You’re looking to capture spoken audio on a Meta Quest with Unity while bypassing the Voice SDK’s default Wit.ai routing. Using Unity’s Microphone class and proper permission handling lets you pull raw audio streams directly, essentially providing a lightweight Mobile AL Services approach for on‑device processing. Select the headset mic via Microphone.devices, start recording into an AudioClip, and read the sample data as needed. Testing on the actual Quest is crucial because the editor’s audio path differs and ensures no transcription service is triggered.