Our studio uses Wwise middleware for audio and BinkMediaPlayer for pre-rendered cinematic playback.
I would like to route the audio associated with a Bink video through Wwise.
Is there a way to access the audio samples when the video plays?
On past projects we used UMediaPlayer and could easily access this data through the MediaPlayer’s PlayerFacade and calling AddAudioSampleSink.
It looks like there was an attempt to implement a version of GetPlayerFacade on UBinkMediaPlayer, but it has been commented out in the header on Unreal 5.5. Is exposing this data on the roadmap?
Or would I need to expose this behavior myself in binkplugin.h and rebuild the Bink libs?