AudioCapture USoundWave has null RawPCMData ?

I tried to use RawPCMData of USoundWave obtained by AudioCapture plugin. In UE5.1~UE5.4 the results are correct, but UE5.5 returns null.
Are there any differences between UE5.5 and the previous versions?

Hi, USoundWave audio data handling in UE can be pretty unstable across different engine versions, especially with dynamically generated sound waves from audio capture, so it’s a common issue. I’d recommend not relying on a regular USoundWave and instead setting up your own way to handle PCM audio data from the audio capture system, such as by using a procedural sound wave.

In RuntimeAudioImporter, there’s a capturable sound wave derived from a procedural sound wave with a custom method for processing audio buffers, which lets you capture audio data from a mic and works reliably across UE 4.24 all the way up to 5.5. You can check out the relevant docs here: Capturable sound wave | Georgy Dev Docs

Here’s the plugin link: https://www.fab.com/listings/66e0d72e-982f-4d9e-aaaf-13a1d22efad1

Hi, @gtreshchev
Nice job. I noticed your work since last year and joined the discord. These days I checked the capturable sound wave in your plugin. It also used the FAudioCapture but has its own method to get the PCM data.

When will your plugin " Runtime Speech Recognizer" upgrade to UE5.5, so that I can check if the binary data obtained by capturable sound wave can work with speech recognizer. :stuck_out_tongue_winking_eye:

In UE5.5, we can use lower level API to implement this. It changed so much for USoundWave in UE5.5.

For the different implementations, just check the UE5.5 and UE5.4 source code of the following plugin.
https://www.fab.com/listings/67a6ae5a-69d1-46a8-b290-fa1815c43557

Hi, the plugin should now be available on UE 5.5 btw :slight_smile: