# How to get sound data from FMOD in Android

**URL:** <https://qa.fmod.com/t/how-to-get-sound-data-from-fmod-in-android/17653>\
**Category:** FMOD Engine\
**Tags:** ios, android, cpp\
**Created:** [September 8, 2021, 12:22pm UTC](https://qa.fmod.com/t/how-to-get-sound-data-from-fmod-in-android/17653 "2021-09-08T12:22:27Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![AndLightLight](https://avatars.discourse-cdn.com/v4/letter/a/c67d28/32.png) [@AndLightLight](https://qa.fmod.com/u/AndLightLight)\
**Post date:** [September 8, 2021, 12:22pm UTC](https://qa.fmod.com/t/how-to-get-sound-data-from-fmod-in-android/17653/1 "2021-09-08T12:22:27Z")

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I am developing a android game in C++ and the sound engine is using FMOD, I want to record sound of game, but I can only get a handle from FMOD by the function `FMOD_RESULT System::getOutputHandle(void **handle)` , so how do I get all the sound data output from my game?

i can use the handle to get the sound data by call IOS function `AudioUnitAddRenderNotify( handle, handleRenderNotifyCallback, (__bridge void*)self );` , but what can i do the same thing in Android?

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**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [September 17, 2021, 12:14am UTC](https://qa.fmod.com/t/how-to-get-sound-data-from-fmod-in-android/17653/2 "2021-09-17T00:14:38Z")

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There is a `recording_playback.cpp` example provided with the installation of the FMOD Studio API. The iOS example should give you some insight into how this works in recording the output.
