# Can't get audioIn in Android browsers (apparently solved)

**URL:** <https://discourse.processing.org/t/cant-get-audioin-in-android-browsers-apparently-solved/24832>\
**Category:** Libraries\
**Created:** [October 22, 2020, 9:44pm UTC](https://discourse.processing.org/t/cant-get-audioin-in-android-browsers-apparently-solved/24832 "2020-10-22T21:44:09Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![rvalla](https://yyz2.discourse-cdn.com/flex036/user_avatar/discourse.processing.org/rvalla/32/10911_2.png) [@rvalla](https://discourse.processing.org/u/rvalla)\
**Post date:** [October 22, 2020, 9:44pm UTC](https://discourse.processing.org/t/cant-get-audioin-in-android-browsers-apparently-solved/24832/1 "2020-10-22T21:44:09Z")

</div>

Hi everyone,  
I am working in a little simulation to guide users to record sound. I am testing p5.sound [here](https://rvalla.github.io/assets/testing/p5js/testing_s.html) (the code is [this](https://github.com/rvalla/rvalla.github.io/blob/master/assets/testing/p5js/testing_s.js)).  
The sketch works records and triggered a local download correctly on Firefox, Brave, Opera and Safari (desktop) and Safari (iOS). In Firefox I can’t get amplitude level (audioIn.getLevel() doesn’t work).  
But I can’t make the sketch work in any Android browser. I grant the permission, connect to stream media, but buffer is always null…  
Any ideas?

---

<div class="post-metadata">

**Author:** ![rvalla](https://yyz2.discourse-cdn.com/flex036/user_avatar/discourse.processing.org/rvalla/32/10911_2.png) [@rvalla](https://discourse.processing.org/u/rvalla)\
**Post date:** [October 23, 2020, 10:53am UTC](https://discourse.processing.org/t/cant-get-audioin-in-android-browsers-apparently-solved/24832/2 "2020-10-23T10:53:14Z")

</div>

Now the sketch is recording properly on Brave and Opera in Android. I don’t know why. Perhaps there was some other application connected to the audio input. If I close others browsers and tabs works… But I am not sure.  
The objects related to the AudioContext are initialize after user interaction of course:

```auto
function setup() {
  getAudioContext().suspend();
  createCanvas(windowWidth, windowHeight);
}

function mouseClicked() {
  if (as === -1) {
    userStartAudio();
    ac = new audiocontrol(0.5);
    as = 0;
  }
}

```
