Closed ApoorvHesta closed 3 months ago
Please make sure that you populate the created sound wave into a separate variable, as it is always shown in the documentation, to avoid garbage collection.
Yeah I am populating in CapturableSoundWave type variable and reinitializing it each time on calling StartListening()
Please share your setup
Yeah I am populating in CapturableSoundWave type variable and reinitializing it each time on calling StartListening()
If you store the sound wave as a separate variable in Blueprints or as a strong pointer in C++ (such as UPROPERTY and TStrongObjectPtr), the referenced sound wave won't be garbage collected during this time.
Hey everyone, As wonderful this plugin is, I'm getting random app crashes saying Streaming Sound Component is destroyed so cannot Populate Voice data. Anyone has any insight in this?