[SUPPORT] AudioAnalyzer

Question: Can this plugin capture two audio input devices simultaneously? (USB mic + Line-In)

Hello, I’m evaluating this plugin for a live Unreal Engine application:

Use case

  • Input 1: USB microphone (announcer / voice)

  • Input 2: Analog Line-In (music / program audio)

  • Goal is to capture both inputs at the same time inside Unreal, without using:

    • OS-level virtual mixers (Voicemeeter / Loopback)

    • External hardware mixers

How we would use the audio (MetaSounds)

  • Each input would feed a separate MetaSounds asset

  • Mic input → envelope / gating / voice-driven visuals

  • Music input → FFT, L/R energy, rhythm-driven visuals

  • Inputs may be optionally mixed later in-engine, but must be independent at capture time

Questions

  1. Can the plugin open and capture two different physical input devices simultaneously (e.g. USB mic + line-in)?

  2. If yes:

    • Is this done via multiple capturer/analyzer instances, each bound to a different device?

    • Or is there only one global “default capturer device” at a time?

  3. Can each input be routed independently (e.g. separate SoundWaves / MetaSounds / submixes), or are they mixed immediately?

  4. Are there any platform limitations (Windows WASAPI vs macOS CoreAudio) related to multi-device capture?

I see device selection nodes in the documentation, but it’s unclear whether they support concurrent multi-device capture or only selecting a single active input device.