Hi there! I would like to capture the mic from the oculus rift to spawn “breathe” in a winter scene (like here). So I need to safe the volume of the capured mic in realtime in a float variable. In the release notes of 4.19 I found this:
"We have implemented a Microphone Capture Component which allows:
- Feeding audio directly into a game for use with the Audio Mixer
-** Driving in-game parameters using real-time amplitude data.**
- Processing audio with Source Effects or Submix Effects."
I added an audio capture component to my VR Pawn and tried to activate some game logic, but I have no experience with the audio engine and probably missing something very very basic.
Thanks for any advise how to set this up. The rift mic is set as the windows default mic.