Runtime Audio Importer
Documentation for the Runtime Audio Importer plugin. Get it on Fab.
📄️ Overview
Runtime Audio Importer Documentation
📄️ Import audio
The process of importing audio at runtime can be broken down into several steps:
📄️ Play audio
To play an imported sound wave, use the same functions as you would for a regular one. For instance, use the PlaySound2D or Play function from an audio component such as Sound Cue.
📄️ Export audio
After importing a sound wave, you may want to export it to memory or a file in one of the supported formats: OGG VORBIS, WAV, BINK, RAW (PCM). If needed, you can also override the sample rate (i.e., resample) and number of channels (i.e., mix).
📄️ Sound wave properties
You can retrieve the entire PCM buffer from a sound wave directly.
🗃️ Sound waves
4 items
📄️ Transcode audio
You can transcode audio from one RAW or Encoded format into another using the corresponding functions.
📄️ Pre-import audio
Importing audio files into the editor using this plugin is simple and follows a similar process as regular sound waves. The only difference is that the audio file will be presented as an asset of the Imported Sound Wave in the context of this plugin.
📄️ MetaSounds integration
This works only on UE >= 5.3.
📄️ Voice activity detection
Streaming Sound Wave, along with its derived types such as Capturable Sound Wave, supports Voice Activity Detection (VAD). VAD filters incoming audio data to populate the internal buffer only when voice is detected. This feature is implemented using libfvad.
📄️ Pixel streaming audio capture
Pixel Streaming is a plugin for Unreal Engine that streams rendered frames and synchronizes input/output via WebRTC. The application runs on the server side, whereas the client side handles rendering and user interaction. For more details on Pixel Streaming and setup, refer to Pixel Streaming Documentation.
📄️ Sound wave duplication
All sound waves used in this plugin are inherited from USoundWaveProcedural, which supports only a single playback at a time. Therefore, if you want to play the same sound wave in parallel, for example, when implementing an "echo" effect, you will need to duplicate the sound wave. To optimize this process, you can use the following function and specify to use the shared audio buffer, which means that it won't allocate memory for the audio buffer for the new sound wave but will instead share the same audio buffer between the original and duplicated sound waves. You can create as many duplicates as needed.
📄️ Utilities
To obtain basic audio header information (metadata) from audio data, consider using the following functions as they are more cost-effective than the full process of importing the audio into a sound wave.