How to specify which audio INPUT device is used?

Hi,

Context:
I have added AudioCapture component to my PlayerPawn.
I clicked “Auto Activate” and binded event “On Audio Envelope Value (AudioCapture)”.
When debugging, I can see “red flow” out of binded event,
but setted debug variable shows 0.0 (when I was talking to my mic).
I tired it on Released version 5.0.3 and on builded one from source code (release branch).
I am on Ubuntu 22.04.

Question:
Where do I set which microphone/INPUT is used ?

(
Ubuntu: System settings shows correct one. Pulse audio, too.
(However, in pulseaudio I can not see, that UnrealEngine is even registred as user of mic.)
)

1 Like

Did you find a way to select the audio input device?

I gave up.

From what I understood the Audio capture at the moment sets on what your system OS tells it. This means that the setting you have in your OS audio system will tell UE how to handle incoming (or outgoing) audio. Audio capture will set to the default (set in OS) MIC input. If you have a multichannel external audio device and in your system rpeferences decide that channel 1/2 are your default input for Mic then Audio Capture will set on these channels. Remember the MIC input channels.

I have not tested this myself, but there is a snippet of code found in FVoiceEngineImpl that calls the following line:

VoiceCapture = FVoiceModule::Get().CreateVoiceCapture(“”); // CreateVoiceCapture takes in the device as a string. “” is default

Found in the RegisterLocalTalker function. Perhaps you can use it.