Hi,
I’ve been working on a C++ audio engine myself.
Now, I would like to know if it is possible to bypass the internal audio engine and use my third party audio engine.
Basically, I would like to know how can I send the PCM frames to the UE4.
Thanks in advance,
Gustavo
Why you need new sound engine just to inject PCM?
Even old audio system in UE4 allows to create procedural PCM stream sound wave assets (they not really frames, if you go some packet frames you need to unpack them push them as continues stream), it was buggy but with new system it might be a bit better:
I know new audio system also have better PCM processing features like effects and synth you might look in to it, ■■■ all of them need PCM generation and processing:
https://forums.unrealengine.com/development-discussion/audio/116874-new-audio-engine-early-access-quick-start-guide
Also… you cna just use different system on top of UE4 enigne, thats what FMOD is doing it simply runs on top of everything on it own, problem is it bypass all UE4 sound features and you game will need to deal with 2 independent audio APIs with 2 different control interfaces
Basically what I am trying to do is what FMOD does. I have my very own sound engine, like FMOD, and I need to send the audio data to the UE4.
Thanks for the answer.