GUIDE 05 / 28 · NATIVE 2.0.7

Audio & microphone

Capture desktop sound, choose a mic mode and check missing audio.

Game and system audio#

Game & System Audio captures the Windows default playback device with WASAPI loopback. It captures desktop sound rather than one selected application's audio. Sounds played through another output device may not be included.

Before testing, play sound through the same default output you use in the game. If you switch headphones, display audio or a USB device during a session, stop and restart capture so the helper can open the current devices.

Microphone modes#

ModeBehavior
Always OnIncludes the microphone continuously.
Push-to-TalkIncludes microphone samples while the configured key is held.
Voice Activity (VAD)Uses a simple volume threshold and a short hold period to gate microphone audio.
MutedDisables microphone capture; system audio can remain enabled.

The default push-to-talk key is V. Set a key that does not interfere with your game. Voice Activity is a basic gate, not noise cancellation or speech recognition.

What is written to the clip#

Version 2.0.7 writes a default combined stereo AAC track plus separate tracks for each enabled source: game/system and microphone. Normal playback uses the combined track. In Clips Gallery → Trim & audio, change each source from 0% (muted) to 200% and preview the result.

Microphone mode applies to its separate track too. Muting the microphone keeps enabled game audio. If both sources are disabled, the recording has video only. Older mixed recordings can be trimmed and have their combined volume adjusted; their original sources cannot be separated.

If audio is missing#

  1. Confirm the intended sources are enabled in Settings.
  2. Check Windows default input/output devices and microphone availability.
  3. Stop the recording, restart capture and make a short test with audible sound.
  4. Look for “System audio,” “Microphone” or “Audio device stopped” messages in native.log.

A unavailable audio device can leave silent samples in the mix; a present audio track alone does not prove that speech or game sound was captured.