Hello there,
First thing: I hope you are doing well!
I have been experimenting a while so I will start with my need in case I am starting to get confused.
Basically I would need to play a track while analyzing it. Ideally the analysis could have a look-ahead so the gameplay can prepare things. For example: (analyzing spectrum) -----(2 seconds later)—> sound is on speakers.
I started to use TimeSynthComponents in a hacky way: 2 tracks, one for analysis, one delayed for playback. And I muted the analysis one. It is working fine-ish but I wanted something more data driven (no need to create clips and all) and moreover “streamable” in case I use other audio sources.
Entering AudioMixer: I recently started to experiment and wrapping my head around all these (awesome) new concepts.
Experiment 1:
Since I would prefer to keep things simple I currently only have an AudioComponent with a Submix taking care of the delay and analysis. The analysis (GetMagnitudeForFrequencies) is working fine I think but for some reason I cannot send the sound only to the submix and I am getting two playbacks.
Experiment 2:
Comeback of the hacky way. I tried using two AudioComponents with a delayed “play”. Problem: when I set the outputvolume of the analysis AudioComponent to 0, the PlaybackTime is not maintained so it is hard to monitor the real delay between analysis and playback.
Experiment 3:
It seems using AudioCues is doing the trick, however do you have any advice on how to dynamically change a “WavePlayer” sound runtime (c++)?
WrapingUp:
Do you think one approach is more “the Unreal” way than the others? Any other more appropriate approach? Do you have any advice to fix one of the experiment?
Thanks a lot for your help and sorry for this wall of text!