Trying to workaround recording audio and livelink

I don’t see any integrated way of recording audio with sequencer, so I’m trying out a workaround.

Is there either a way to start the sequencer recording through a blueprint or trigger blueprint events on start or stop of sequencer recording?

Or is that too much power for the masses? Haha.

I have the audio recorder set up to create and save takes but i have to start and stop the audio recording with keyframed custom events. That’s a lot of clicks per take. Lol. It would be nice to just expose a record arm boolean to cinematics.

I know this is a janky way to seperate takes but it works… lol.

Oops. Turns out i need to RTFM. Audio recording is available in the take recorder.

Right where most people would look. Lol.

Hey @AscentisTrinitil ,
Your solution sounds really intriguing, and I’d love to learn more about it. Could you please elaborate on the steps you took to solve the issue? It would be super helpful for me.
Thanks in advance!

Omg I’m sorry I didn’t see this sooner!

It’s been so long since I tried this I don’t remember exactly what I did but I know it has to do with exposing your blueprint to cinematics and using a key frame in the sequencer to start recording audio at the times you want

But I found a better solution for me was to just use the built in option to record audio at the same time as live link. Now I use the meta human animator and record audio into my daw anyway.

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