

- Ambify capture system audio how to#
- Ambify capture system audio update#
- Ambify capture system audio windows#
Ambify capture system audio update#
You may want to update your app's UI to indicate the current capturing status. In the handler for the CapturingChanged event, you can check the IsCapturingAudio and the IsCapturingVideo properties to determine if audio or video are being captured respectively. Ref new TypedEventHandler(this, &App::OnCapturingChanged) Windows::Media::Capture::AppCapture^ appCapture = Windows::Media::Capture::AppCapture::GetForCurrentView() Next, register a handler for the CapturingChanged event. To receive a notification when system app capture begins or ends, first get an instance of the AppCapture class by calling the factory method GetForCurrentView. Receive notifications when system app capture starts and stops Windows::Media::Capture::AppCapture::SetAllowedAsync(allowed) To enable or disable system app capture, simply call the static method AppCapture.SetAllowedAsync and passing false to disable capture or true to enable capture.

Your app can disable and enable system-initiated app capture, allowing you to prevent the user from capturing certain content or gameplay.
Ambify capture system audio windows#
The files are ingested by the Windows gaming ecosystem and is not available to your app or the user, except for through first party experiences like the Xbox app. System app capture is initiated by the user with the built-in system UI.
Ambify capture system audio how to#
The final sections of this article show you how to write gameplay metadata.īecause the gameplay metadata can be embedded in media files that can potentially be shared over the network, out of the user's control, you should not include personally identifiable information or other potentially sensitive data in the metadata. The metadata is embedded into broadcast streams and captured video files, including both the built-in system capture or custom app capture techniques. The metadata is written to a cache that is allocated and managed for your app by the system. Metadata can represent an "event" which occurs at a single moment, such as when the user finishes a lap in a racing game, or it can represent a "state" that persists over a span of time, such as the current game map the user is playing in. This can include text or numeric values, with a text label identifying each data item. The namespace provides APIs for creating metadata that describes the gameplay being captured or broadcast.

The middle sections of this article walk you through the implemenation of these scenarios. Both of these techniques produce an video file that can be accessed by your app, and depending on where you choose to save the files, by the user. If the user has enabled historical capture, then you can also record gameplay that has already occured by specifying a start time in the past and a duration to record. If capturing is enabled on the device, your app can start capturing gameplay and then, after some time has passed, you can stop the capture, at which point the media is written to a file. The other way to capture media is to use the APIs of the namespace. The first sections of this article will show you how to enable and disable system-implemented app capture and how to receive notifications when app capture starts or stops. Media that is captured using this technique is ingested into the Microsoft gaming ecosystem, can be viewed and shared through first-party experiences such as the Xbox app, and is not directly availble to your app or to users. The user can initiate capture using the built-in system UI. There are two different ways that gameplay can be captured in a UWP app. This article describes how to capture game video, audio, and screenshots, and how to submit metadata that the system will embed in captured and broadcast media, allowing your app and others to create dynamic experiences that are synchronized to gameplay events.
