Hi,
I’m sorry if this question has been answered before, but I couldn’t wrap my head around the whole Audio engine and I’m struggling a lot.
Suppose that I make my C++ pugin that implements a class that extends FMixerDevice. Whenever I receive audio on this MixerDevice, I can hear the audio at runtime nice and clear. However, this audio cannot be heard if I play my game via PixelStreaming. Is this due to the fact that my custom AudioMixer is not a child submix of the Master submix?
More in general, I’d like to understand the differences between AudioMixer, MixerDevice, FMixerSubmix and all those ton of classes that make my eyes go cross.
Thanks