Ok, capture part mostly done and working!
Pending issues:
- Building lib opus: I had to rename the opus-1.1 folder to “jni” in order to have ndk-build working, plus I had to move the static libs manually. I would need some help on fixing and automatising this in the UE4 source code
- As noted in the comment above, I had to use absolute paths in libOpus.build.cs in order to being able to link the libs.
- On Android, I had to implement the OnSoundWaveStreamingUnderflow callback in order to have audio playback working (underflow would cause audio to stop). Currently I’m filling up the missing data with zeros and it kind of works, but probably there are better solutions (e.g. have the callback wait for enough data before proceeding). This issue also affects audio streaming on OS X (here it doesn’t stop the streaming, but causes weird stutters). Discussed this with Josh Markiewicz, I can provide more info here if needed.
- There is a crash in SoundWaveStreaming.cpp due to concurrent access to an array. More info about this [here
I’m available for any further info, please let me know if more details are needed.
Android - Crash in SoundWaveStreaming - Audio - Epic Developer Community Forums