I’ve created a custom USoundNode node implementation for a a custom audio source plugin, namely an implementation of Crankcase Audio’s runtime (www.crankcaseaudio.com )
This player requires a binary resource be loaded that isn’t recognized by Unreal. I would like to be able to
a) Import the resource into Unreal’s system. I often use workarounds in Unity whereby I force the end user to use .txt extensions and simply load the binary resource at runtime.
b) I need to link the resource to my USoundNode object. I’m can do this this loosely via a Text field, or tightly via linking the Node to the txt resource (similar to a Wave to a Wave file)
I’d like to know
- what is the suggested path for this implementation and
- What are the classes involved for representing the assets and linking the resources together.
- Are there any examples online of people loading binary resources? I’ve yet to find something that suits by needs.
Cheers in advance.