How do I get the audio data of an input sound node?
Hi! I am trying to write a custom audio filter. I want to implement it as a SoundNode with one input and one output, so that I can use it in blueprints. As far as I have understood the method USoundNode::ParseNodes evaluates all the child nodes connected to a sound node. Now my question is: how do I get the raw sound data of the input sound node?
Note: The question below is very similar, but since it is already quite old and there was no helpful answer, I thought I'd ask again. https://answers.unrealengine.com/questions/131767/how-to-create-an-audio-filter-plugin-in-ue4.html
asked Jan 05 '16 at 08:06 AM in C++ Programming
S a d j a d
The answer in the thread you linked is still valid: there is no real way to do that at the moment, which sort of make sense if you think of how audio is handled on, say, a platform like the Xbox: you create buffers and handle them through the XAudio API but at no point you actually have access to them.
Hopefully the audio engine overhaul that has been announced will allow such processing, maybe by allowing some buffers to roundtrip through memory.
Another way would be adding come special code when the PCM data is submitted into the system, this happens in
You would require a source build to be able to add your own effects into the engine though.
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