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- Changing design to not include audio device input in main user callback since there were issues with patching XAudio2 (which doesn't support device input) and Wasapi capture devices when the device sample rates were not exactly the same. I could fix this but its probably not worth the time at the moment. We'll add mic input back into the audio engine in the future, but likely in a different mechanism, perhaps as an audio generator object. - Fully implemented unreal audio device module for XAudio2 - Added ability to switch which device module to test from the commandlet, now to optionally test a specific module (i.e. flip between Wasapi and XAudio2 on pc), type: -command UnrealEd.AudioTestCommandlet XAudio2 device all or: -command UnrealEd.AudioTestCommandlet Wasapi device all The default as of this check in is Wasapi, so you can also do the following to test Wasapi: -command UnrealEd.AudioTestCommandlet device all Of course, the "in" flavors of tests have been removed since there is no longer support for device input [CL 2510537 by Aaron McLeran in Main branch]