Hi! In case someone still needs help with the AudioCapture data, here is a way to do it.
[How to use Audio Capture Component and Audio Capture in Unreal C++ | by Brandon McCowan | Medium]
To sum it up, you create an inherited class and override the OnGenerateAudio
function.
#include "MyCaptureComponent.h"
int32 UMyCaptureComponent::OnGenerateAudio(float* OutAudio, int32 NumSamples)
{
int32 Samples = Super::OnGenerateAudio(OutAudio, NumSamples);
// Do something, for example reduce the amplitude for each sample by a factor of 10
for (int i = 0; i < Samples; i++)
{
OutAudio[i] = OutAudio[i] / 10.f;
}
return Samples;
}