Is there a way to capture audio in the game world and feed it to an Audio Component?

Hi,

I was wondering if there’s an equivalent of “sceneCapture2D to renderTexture” in the audio side of things? So I’d like to have an audio capture in the world somewhere, which would be linked to an Audio Component somewhere else. When the player approaches the Audio Component, he/she can hear what the audio capture hears around it. The audio capture would be like a microphone located somewhere in the game world, and the Audio Component would act as a speaker that would receive the audio from the audio capture.

If not possible via BP, then what about C++?

Bump! How can get separated audio streams from specific multiple positions?

I am also very interested in learning about this! Any updates?