# Getting Microphone Data in Blueprint

**URL:** <https://qa.fmod.com/t/getting-microphone-data-in-blueprint/21407>\
**Category:** Unreal Engine\
**Tags:** ue5\
**Created:** [March 26, 2024, 5:41pm UTC](https://qa.fmod.com/t/getting-microphone-data-in-blueprint/21407 "2024-03-26T17:41:53Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Thomaii](https://avatars.discourse-cdn.com/v4/letter/t/7feea3/32.png) [@Thomaii](https://qa.fmod.com/u/Thomaii)\
**Post date:** [March 26, 2024, 5:41pm UTC](https://qa.fmod.com/t/getting-microphone-data-in-blueprint/21407/1 "2024-03-26T17:41:53Z")

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Hello FMOD Team.

I am really new to FMOD in Unreal, I am creating a game where the player needs to use their microphone to move around. Are there any options to get the volume/db of the microphone as data in Blueprint?

Thank you in advance!

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**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [April 3, 2024, 1:57am UTC](https://qa.fmod.com/t/getting-microphone-data-in-blueprint/21407/2 "2024-04-03T01:57:46Z")

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> [@Thomaii](#):
>
> Are there any options to get the volume/db of the microphone as data in Blueprint?

FMOD allows you to get metering data for your signal, but there’s currently no way to do so using just the blueprint - you’ll need to use code, either instead of or alongside blueprints.

This has two components - the “record” example included with ther [FMOD Engine installer](https://www.fmod.com/download#fmodengine) at ./api/core/examples shows how you can record your microphone into an FMOD sounds. If you want to combine this with FMOD Studio functionality, you’ll need to use a programmer instrument, and pass this sound to your event instance using the appropriate callback - see the “programmer sound” example in ./api/studio/examples for an example of this.

Then, to get the metering data, you’ll need to enable metering and grab the info from a DSP that the audio signal is passing through, which involves the following:

1. Get a channel or channel group - if you’re using the Studio API, you can get this from an event instance or bus using the appropriate function, such as [`Studio::EventInstance::getChannelGroup`](https://www.fmod.com/docs/2.02/api/studio-api-eventinstance.html#studio_eventinstance_getchannelgroup)
2. Get a DSP from that channel/channel group i.e. [`ChannelControl::getDSP`](https://www.fmod.com/docs/2.02/api/core-api-channelcontrol.html#channelcontrol_getdsp)
3. Enable metering for that DSP with [`DSP::setMeteringEnabled`](https://www.fmod.com/docs/2.02/api/core-api-dsp.html#dsp_setmeteringenabled)
4. Get the metering info with [`DSP::getMeteringInfo`](https://www.fmod.com/docs/2.02/api/core-api-dsp.html#dsp_getmeteringinfo)

I’m unsure as to the specifics of what you need, but this is a topic that other users have asked about, so I would recommend using the forum search to see what you can find that helps in your specific case - i.e. [Search results for 'metering unreal' - FMOD Forums](https://qa.fmod.com/search?q=metering%20unreal)

For example, here’s some psuedocode that gets the metering info of the entire system output can be found in this forum post: [Loudness meter Unreal 4 Integration? - #3 by cameron-fmod](https://qa.fmod.com/t/loudness-meter-unreal-4-integration/14467/3)
