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How do you have in-game music that is loaded from an external music server and use it as AAmbientSound actor?

The idea behind this is being able to listen to (original, external to the game) streamed audio from central location and have it sync with players in the same map.

Is there a way to instantiate an instance of AAmbientSound with streamed components?

Product Version: UE 4.16
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asked Jul 29 '17 at 12:08 AM in Using UE4

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avatar image Minus_Kelvin STAFF Jul 29 '17 at 12:41 AM

no, not out of the box. To do this is a bunch of new C++ code. You'll need to setup the audio streaming service yourself and then hook it up to a procedural sound wave. You could look at our VOIP code to see how some of the similar things work.

You'll want to then have a component wrap the procedural sound wave so you can control the audio from BP. You could check out the synth component as a convenient component which already wraps an audio component and a procedural sound wave into a new scene component that you can attach to any other actor.

All the above is a lot of C++ work, so it's possible but not out of the box.

avatar image urenak Jul 29 '17 at 03:59 AM

Thank you so much for this response!

I figured it'd be a complex undertaking, but I didn't know where to even start.

I've rewritten your advice below in list form to make sure I understand. Thanks again!

  • Set up audio streaming service

And then

  • Hook the service to a procedural sound wave (using the VOIP code as a rough guide)

  • Have a component wrap the procedural sound wave so BP can control the audio

    • Here I could use the synth component since it wraps an audio component and a procedural sound component into a new scene, which can then be attached to any other actor.*

avatar image Minus_Kelvin STAFF Jul 30 '17 at 08:24 PM

Yep, that sounds right

avatar image velvedere Aug 02 '18 at 10:02 PM

@urenak Did you ever have any luck implementing this?

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