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
-
Can the plugin open and capture two different physical input devices simultaneously (e.g. USB mic + line-in)?
-
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?
-
-
Can each input be routed independently (e.g. separate SoundWaves / MetaSounds / submixes), or are they mixed immediately?
-
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.