Getting some spatialized audio for VOIP is something I’m very excited about, so seeing this mentioned in the 4.19 preview notes had me wanting to try it as soon as possible. I’m having a hard time understanding how to get it going, however. Is the component supposed to act like a VOIP version of the audio capture component? Is it supposed to extend the functionality of the audio capture component? Or am I supposed to create the VOIP functionality in C++ and use the VOIPTalker as a kind of output to apply attenuation and effects? Or maybe some other implementation I’m not grasping?
I’ve been trying a few different things within blueprints. It’s tough for me to test, though. I’m hearing myself through the audio capture component so that’s getting in the way a bit when trying to hear if the other player is projecting audio. I’m also getting hang-ups when playing in the editor. I’d say half of the time I’ll get a completely unresponsive editor and have to end UE4Editor through task manager.
Thanks for any help!