The engine has some bugs related to the capture feature working on Android, as well as on Quest 2 and iOS for example, and these were fixed in RuntimeAudioImporter plugin:
https://www.fab.com/listings/66e0d72e-982f-4d9e-aaaf-13a1d22efad1
It also automatically requests audio capture permissions.
Here’s documentation specifically about the capturable sound wave (which can capture audio from input devices): Capturable sound wave | Georgy Dev Docs