Can I use UE4's audio decompression without playing?
I need to feed PCM data, on demand, to a third party library for mixing. I then get back the mixed output and want to pass that to UE4 for playback.
The latter I'm doing using a procedural USoundWave subclass, no idea if that's a good approach, but it works.
Currently though I'm feeding the data manually from files, whereas I really need to be able to use imported sound wave assets as the source, and have UE4 stream/decode them on request. Is this possible? Can someone outline the basic process to do so? With no background in audio coding, I'm completely lost among all the device/buffer/source/active sound classes.
Essentially, I want to say to UE4: Here's a USoundWave, seek to this point, give me some PCM data, then give me some more PCM data, etc.
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