Hi BYC!
I love this plugin - thank you!
Running into two edge cases when analyzing a windows audio loopback stream & wondering if you have any thoughts on them:
- Users using an external audio interface like the Focusrite Scarlett get analysis data that’s dramatically reduced in amplitude from what it is if they run the audio through their internal audio hardware.
- Users feeding audio through Oculus Rift onboard audio don’t get any loopback data at all. (HTC Vive users using Vive audio have no problems though.)
I know both of these are pretty distant edge cases from the norm but was curious whether you had any thoughts on how we could address them.
Thanks!