I’m revisiting this again, with several revisions to the engine, I’m hopeful there is some audiophiles out there that have some more knowledge of the code.
I want to have the ability to capture audio. I’d like to be able to take the data being played at a given time from a specific audio source, strip it out and place it in another audio source.
For one, I don’t quite grasp the concepts of creating my own audio source in code. But I’m not sure what classes gives me access to that level of data.
Audio is contained in USound objects, it’s imported as wav and converted to ogg to aid in cross platform deployment.
Functionality like this would likely require significant modification of the engine source at the moment from what I have seen.
You might be able to avoid USound all together and integrate something to just work on one specific platform for instance with a lot less headache, but I don’t have the knowledge to know what’d really be involved for that.
There has been talk of FMOD integration into the engine coming soon. http://www.fmod.org/
I’m not aware if the middleware will add any features like this though.
That sounds unfortunate. I’d like to add that this audio doesn’t have to be in ogg format, but a standard uncompressed wav file would be fine. Does UE4 have to convert files to ogg format?
I accomplished this in Unity for my concept and it functioned just fine. It would capture raw audio by chunks of data that I’d reassemble in an array and play as a wav file. Thats to the extent I want to do.