So this might not be possible but basically here is what I need to accomplish.
I am trying to access the actual array of sound samples playing out of an audio component in real time. I want to apply a FFT (fast fourier transform) in order to do some dynamic equalization based on queues from the ingame world, before writing the newly processed samples back to the queue to continue on their way down Unreal’s default audio pipeline. Anyone have any idea how to approach this? I’ve been scouring the Unreal C++ documentation but haven’t found anything to let me insert my own custom processing to the stream of float samples for a specific audio source.