Sep 3, 2021.Knowledge
Article written by Anna L.
What is Audio Capture Component?
The Audio Capture Component offers a method of capturing mic input during gameplay. When activated, it will retrieve and play back mic …
https://dev.epicgames.com/community/learning/knowledge-base/Oak2/unreal-engine-using-audio-capture-component-for-mic-capture
This option doesn’t exist
I have tried to use your “Quick Start” guide.
However, I wasn’t able to hear myself.
I have tried to bind “On Audio Envelope Value” to see any output as float, but nothing (float value 0.0, while debugging).
I saw some articles about enabling [Voice] in DefaultEngine.ini project config (did not help either).
I tried to use released 5.0.3 version, then I tried one I build by myself (from sourcecode) with no avail.
I am on Ubuntu 22.04, what config do I need so Unreal recognize my Mic input ?
(Pulseaudio don’t see any new application with Unreal start.)
I am also on Ubuntu 22.04 and cannot get audio capture to work at all.
I have added the AudioCapture component to an actor, always enabled. I have added the [Voice] section to the .ini file. I have tried on 5.0.3 and 5.1.0_preview2.
The troubling output is:
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
I’m not really sure how to move forward with this. The check is here:
https://github.com/EpicGames/UnrealEngine/blob/c3caf7b6bf12ae4c8e09b606f10a09776b4d1f38/Engine/Source/Runtime/AudioCaptureCore/Private/AudioCaptureInternal.h#L33-L47
But I’m out of my depth understanding what is in the ModularFeaturesMap
and how it gets populated on a given operating system.
I can’t get this to work either on Mac OS 12.6, ARM. Have tried to add an AudioCapture component as above—I also tried enabling the take recorder and adding a microphone input, but in the output log I get the following on record:
LogTakesCore: Error: Microphone Audio Source could not start. Please check that the AudioCapture plugin is enabled
The plugin is enabled, however. I’ve tried with 5.0.3/5.1 preview 2 binaries, and 5.1 arm built from source.
Quick update on this: if I build a project, and edit the project’s .plist per this thread , then when I open the project build it properly asks for microphone permission and AudioCapture works correctly. I never get this system request for mic permission when playing in editor.
OK, I think, it is time to create a bug report for this AudioCapture component, after i can see i am not alone.
The same thing is happening to me when I export to linux and android… unfortunately the audio component seems to only work on windows.
It doesn’t work on linux, nor on any android emulator.
And I see that it doesn’t work on IOS either
It seems that this component lacks quite a bit of work.
In my case I am testing on emulators, but it doesn’t work on any of them.
And I can say that the emulators take the microphone, because if I download an APP from the playstore to record voice, it works perfectly.
The audio component does not activate the microphone on Android.
and it doesn’t work on linux with Steam.
Can you submit bug report, too. With this video, too ?
More reports bigger the chance of a fix.
Yes, I will have to.
I found the solution and wrote it in this post.
For AudioComponent to work on Android, you have to give it permissions from Android.
I leave the link.
Maybe this helps?
Microphone not working on Quest 2 - Development / Audio - Epic Developer Community Forums (unrealengine.com)
Hi there, I’m facing the same issue in Windows Build.
Could you help me solve the problem?
Thanks
Any updates on this thread?