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Audio Capture
Our Unreal Engine Plugin contains these Audio Capture Blueprints:
Name | Description |
---|---|
Construct Local Media | Creates a media object that will be used in the Audio Capture or Odin Audio Capture object to it. |
Get Capture Devices Available | Returns all available capture devices with the device id. IMPORTANT! Use the Async version in case you experience stuttering. The Async version runs asynchronously and uses a callback when the result is available. |
Get Current Audio Capture Device | Returns info on the current capture device. |
Change Capture Device By Id | IMPORTANT! Use the Async version in case you experience stuttering. Updates the capture device and restarts the capture stream of the Audio Capture component. The Async version runs asynchronously and does not block the main thread. |
Change Capture Device By Name | IMPORTANT! Use the Async version in case you experience stuttering. Updates the capture device and restarts the capture stream of the Audio Capture component. The Async version runs asynchronously and does not block the main thread. |
Restart Capturing | Restart the stream, using CurrentSelectedDeviceIndex as the new input. |
Get and Set Is Paused | Get Is Capturing Paused: Returns whether the audio capture is paused. Set Is Capturing Paused: Sets the paused state of the audio capture. |
On Capture Device Reset | Will be called if ODIN recognizes that the selected capture device does not supply data anymore, i.e., if a microphone was unplugged. ODIN will wait for AllowedTimeWithoutStreamUpdate seconds before trying a stream restart. You can set the AllowedTimeWithoutStreamUpdate parameter on the Odin Audio Capture Object. |
On Default Device Changed | Will be called if the Default Device is the currently selected device and if the Default Device was switched by the system. |