How To Expose Audio Samples From Video Playing From BinkMediaPlayer

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?

Yeah, there is no automatic way to do this - you’ll have to rebuild the plugin source so that you can call the lower level Bink API. In that API, you can call BinkOpenTrack, and BinkGetTrackData each frame to extract the raw Bink audio data, and then pass it down to Wwise.

You can also snag in at the post mix stage, and then we send you down 5.1 audio channels after all the internal mixing and volume scaling has been performed…