I would like to record the audio heard by player in my game at some specific positions in the virtual game world. After some searching I seem not able to find similar topics, and the “audio capture” plugin seems not able to fit this need since it can only capture from microphones.
thanks in advance!
Hey there @Richard6677! Welcome to the community! This sounds like it would be a good use case for accessing and recording from the master submix and utilizing an Audio capture component. It will only record what you heard altogether however, so if you wanted to run filters or add/subtract layers on it, you’d have to get creative with a custom submix. This example just records whatever comes through your master audio, so it can be somewhat limited.
Thank you for your reply!!
I have tried your solution and it works well to record the default master submix to get the audio heard by the player.
But sorry for not being clear in my question, I would like to further place some static “listeners” or “receivers” in the game scene to record the audio (generated from a complex sound source with some attenuation & reverberant effects) heard by these static listeners, shown in the above figure. The reason for doing so is to compare these audio recordings with some ground truth we have in hand.
Is it possible to do so in UE5? Thanks!!!
So the simple answer is that natively, no there is no straightforward way to record positional audio from different locations, the audio buffer is the only thing we can access in a simple manner this way.
However, the complex answer would be that it is possible but it will require some custom code to write to an audio file itself and you could take into account distance, time, attenuation, etc. Though for playback you can play the audio itself once created technically via Open URL
on a local file address but I don’t unsure of the ramifications of using this at runtime.