The current project I’m working on was to be created in Unity, but I switched over to UE for various reasons. One of the features in my game was to capture audio that could not be heard. Within Unity, you could actually toggle an AudioSource to play at start of the game and loop, but toggle Mute so initially the player was unable to hear it. The sound clip would loop indefinitely, but you never would hear it. Just briefly looking over actors in UE, I don’t know if there is option to set sound up in a similar way. Is that possible.
In Unity, I was having the raw data from the audio stripped at the time it was being captured at any specific point (if the player was in range of the initial AudioSource), and streamed into an array that I used to create another AudioSource. I had to step through the streaming on each tick to make sure each chunk of audio wasn’t going to be overlapped with previous audio in the array. (You’d have a very LONG audio clip) Then player could replay the new captured audio clip which wasn’t muted from their position. (Think EVPs) There wasn’t much documentation on audio manipulation in Unity, but was extremely satisfied to have figured it out. And I’ll admit I haven’t began to look in UE docs.
But for more experienced users, are there existing API calls in this engine that could similarly handle that sort of logic? I would hope so as it is pretty important to my project.