This is rather an unusual case as my researches so far yielded me only a little.
I am running a DLL on my project which gets sound from microphone for a duration(which is a parameter), processes it and returns some value(All done by the DLL). However for the duration of DLL’s execution, my game pauses as well. Since it is rather a frequent call and the game is related to timing as well, it creates an unwanted environment. The DLL call is in a blueprint library function and I need to pass some values from blueprints anyway.
My question is, is it possible to make the DLL call not to disrupt the gameplay, be done in the background and whenever it is ready, it then triggers other events and only the call of the DLL(Or the blueprint itself) is related in game? What I need is some sort of multithreading, background call, something that is completely isolated from the gameplay.
I made the same post in Reddit, and the reply was using Multithreading used in here: A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums
However my concern is, this is a calculation made in multithreading, but I do not really need multithreading to calculate something, I need my calculation to be done in the background so that the game is not paused in that time. Does this solution help me in this manner (The DLL is not process heavy, it only needs to record the sound and the only reason why it takes long is the duration of the sound)? If it does, am I allowed to trigger this with a blueprint and get an event when it returns the value?
In case of obscurities, I can place some screenshots/info about the details of the project.
Thanks in advance.