Hi there good people,
I have been working with Metasounds in C++, for a procedural music system I am working on.
I need to duplicate and make copies of Metasounds assets in runtime (to be able to wrap sound waves with a different MetaSoundSource thus potentially I could output the same wave asset through different Submixes and processing).
Back in V5.4 I simply used :
UMetaSoundSource* NewSource = DuplicateObject<UMetaSoundSource>(OriginalMetasound);
This worked fine - but in V5.5, this behavior is no longer allowed.
So I dived into the Meta Sound Builder API, which allows for making copies of metasounds in runtime - but only in Editor builds (the code uses the UMetaSoundEditorSubsystem
and has to be wrapped with the # if WITH_EDITORONLY_DATA
preprocessor directive).
So my question is, does anybody have any experience with using the MetaSound Builder API for this purpose of duplicating metasounds in runtime, with the ability to do so in shipping builds?
Praying to the gods of UE audio dev team to see this
@Minus_Kelvin @dan.reynolds