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Direct the audio output of a Web Browser

In 4.13.1, 4.14.1, and 4.15 (preview 4), I generated a Web Browser Widget and put this on a blueprint actor. I am aware that both the Web browser and use of a 3D widget are experimental features, but I would really like to know if there is a way to output the audio from the Web Browser into an audio component, thus making the Web Browser's audio spatialized.

Through researching this subject, I am aware that the CEF (Chromium Embedded Framework) uses Window's default sound device as its audio output stream, which if the audio is re-directed to an audio component this would fix that issue as well as the lack of attenuation.

Would I need to remove the current CEF implementation, download CEF, turn it into a plugin and hook this up to the Web Browser's functionality, and then change the way CEF outputs audio in order to redirect it to an audio component? By looking through CEF's BitBucket, I found a pull request for audio support: https://bitbucket.org/chromiumembedded/cef/pull-requests/18/adding-audio-support/diff. However, I do not know if this progress amounted to anything.

As it stands, I only have access to the header files that CEF provides, and none of the functions I've searched through provide any means of changing audio output. Any help is appreciated. :)

Product Version: UE 4.13
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asked Feb 16 '17 at 12:03 AM in C++ Programming

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JSaueressig
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avatar image WACOMalt Aug 15 '17 at 10:00 AM

I also need to be able to do this for my game. Looks like I may have to use Coherant instead :/

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That's a cool idea... I'm the audio programmer so I don't really know how the Web Browser Widget works... in fact, didn't even know that was a thing.

Through researching this subject, I am aware that the CEF (Chromium Embedded Framework) uses Window's default sound device as its audio output stream, which if the audio is re-directed to an audio component this would fix that issue as well as the lack of attenuation.

So if this implemented by chromium, and not us, it's up to that API to get the raw PCM data output. Googling, it looks like its not supported:

http://www.magpcss.org/ceforum/viewtopic.php?f=6&t=14727

It does look like you can select a non-default output device but that won't help you.

So, assuming you figure out how to get the output PCM data from the browser widget, you'd then need to feed it to a procedural sound wave (USoundWaveProcedural). This is a bit tricky to setup and a lot of people have had issues getting it to work. It totally DOES work, it's just an advanced feature.

For GDC, I'll be demoing a new "synth component" object which basically handles the ugly details of dealing with a procedural sound wave and lets you just do really cool stuff with raw PCM data very easily. We've been building really cool real-time synthesizers with it.

I know this isn't too helpful :)

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answered Feb 16 '17 at 06:42 AM

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Minus_Kelvin STAFF
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avatar image SrGeneroso Mar 12 '17 at 10:21 PM

Are you the suited up guy from the stream? I'm lighting candles every day for you until the remake of the audio system is done and extended. As an homestudio audio producer I'm hoping to someday release a full album (maybe just some songs if I can't handle the 3d work) to showoff using unreal. By now some experiments are enough with the old engine, but I have many hype about your endevour. I'm also really interested in be able of load "Radio" from the internet and be able of play with the data. Anyhow's, thanks and hope to hear very big news from you.

avatar image Minus_Kelvin STAFF Mar 13 '17 at 06:35 PM

haha. thanks man!

I too am interested in using UE4 for non-game purposes :D

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