gtreshchev / RuntimeAudioImporter

Runtime Audio Importer plugin for Unreal Engine. Importing audio of various formats at runtime.
MIT License
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Problem with captured audio object reference? #32

Closed joshismyhandle closed 1 year ago

joshismyhandle commented 1 year ago

Hello, I have been exploring the plugin and am trying to get recorded microphone audio to be cached as a wave in the editor, and your documentation says to use "Create Audio Capture" to start capturing / stop capturing audio like this: image Which enables the mic on Windows and seemingly captures the audio. However when i try to plug in "Captured Sound Wave" into the "Play Sound 2D" node (or any of the recommended ones), it informs me that the "Audio Capture Object Reference is incompatible with Sound Base Object Reference". image

Am I missing something or have the docs not been updated for some recent changes?

Thanks for reading. Hope i'm not stoopid

gtreshchev commented 1 year ago

Hello. "CreateAudioCapture", "StartCapturingAudio" and "StopCapturingAudio" are not functions provided by RuntimeAudioImporter.

Please refer to the following documentation for information on how to create and use the capturable sound wave: https://github.com/gtreshchev/RuntimeAudioImporter/wiki/Capturable-sound-wave

joshismyhandle commented 1 year ago

Thanks for the response and my apologies for that screenshot, I realise Epic have their own audio nodes that are similarly named and that was my mistake due to all the trials and errors - I took that shot while my head was swimming. The docs on Epic's end are patchy at best re submixes and microphone recording so have been trying to piece together information from all over.

I don't tend to touch audio in unreal so this has been a little confusing, thank-you for clearing that up. Amazing what a several months away from the Editor will do for your comprehension.