Konflict:
It does, by using the WMF Media Player (2.0), and setting up a stream media source asset, a media sound component can be instantiated in a blueprint in order to provide the capture via selecting the sms asset. It is also possible to choose between different audio capture sources. Unless i’m mistaken here on the concepts the answer is yes.
Nice example!
I also have took your recommendation and implemented the RtAudio class on my own (using the copy you have provided earlier with the Editor only plugin) and after a little playing around it was possible to expose great many features of this class, which included the enumeration (probing) of the capture sources as well as multiple bit depths for higher quality sources.
Actually, this new audio capture module would also benefit of such options, where we can select the capture source instead of relying on the default device which is not reports the microphone but the line input unfortunately! Not to mention it won’t take care of the VR audio inputs either which can be a pain as well.
The media framework can help here a bit to fetch the list of devices that is blueprint compatible already. While it doesn’t specifically tells which is the default mic input (a missing feature?), but at least the developer would be able to set up a widget for the user to choose between devices. The RtAudio can then parse this input string to select the preferred input for capture.
Will you accept PRs for this plugin?
Hi, I’m really interested in this new Audio Capture plugin, I’ve been able to use the envelope value in my project to change some parameters, but I’d like to be able to choose the audio source, and possibly use several audio sources at once. I dont really understand how something like the “enumerate audio capture” node could be used for this? I’m just a beginner in UE4, so I dont really understand how you implemented the RTAudio Class, and what it’s used for. Can you help me?