Confused about new Audio Capture Component usage in 4.19

I know your doing it in C++ but if you want to take a look at what i did here are a few snippets:

  1. Activate the New Audio Sound Mixer by going to D:\Program Files\Unreal Engine\UE_4.21\Engine\Config\Windows (Where ever your instal is located) look for WindowsEngine.ini

Uncomment AudioDeviceModuleName=AudioMixerXAudio2 & Comment ;AudioDeviceModuleName=XAudio2 as stated in the highlighted area. Not sure if it’s the same procedure for IOS, Anfroid Etc. But works for Windows.

  1. Add AudioCaptureCompnent to which ever actor or Logic your making
  2. Add NewSoundSubMix ( Right click in content browser : Sound > SoundSubmix Open and set to your liking
  3. Add Created SoundSubMix in AudioCaptureCompnent settings. Effects section as show.

  1. In the Finish Recording SubMix Output Name= Whatever name you want to give your file (file to save eg., Wav File) Path= The absolute Location where file will be saved (Considering Content folder being Root) and Exisiting Sound Wave to Overwrite= You can set this to the wav file you wish to overwrite otherwise leave blank.

I hope it helps. As this was my first attempt at it and it works. I just cant figure out how to record without hearing myself on the speakers.