I made a game with a pawn that uses AudioCapture
Android: Everythink ok
Windows Everything OK
IOS: AudioCapture always capture 0 data and when you change scene or close the app, it crashes all . If i load the pawn with the Audio CaptureComponent and i capture nothing, just stay there and then change level, or exit app, the game crash anyways.
any solution? according to UE4 git source ios should be supported using AudioCaptureAudioUnit Search · AudioCaptureAudioUnit (github.com)
My app is requesting permissions with plist and making a function call (the prompt window appears at the beginning), but just the presence of the component makes everthing collapses
Thanks for the reply.
If you don’t mind sharing, which Apple API did use? The higher level AVAudioSession, so you recorded to a file, or did you use AudioUnits to get the buffer data? Any tips?
i used AVAudioSession. first i created a small project for ios in Xcode and tested the recording. Then when it work, i move the code as plugin for UE4
somehing like this