# Real-time recorded voice and Steam Audio

**URL:** <https://qa.fmod.com/t/real-time-recorded-voice-and-steam-audio/22839>\
**Category:** FMOD Engine\
**Tags:** unity, csharp\
**Created:** [April 24, 2025, 6:36am UTC](https://qa.fmod.com/t/real-time-recorded-voice-and-steam-audio/22839 "2025-04-24T06:36:02Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![hardsmoke](https://avatars.discourse-cdn.com/v4/letter/h/e9a140/32.png) [@hardsmoke](https://qa.fmod.com/u/hardsmoke)\
**Post date:** [April 24, 2025, 6:36am UTC](https://qa.fmod.com/t/real-time-recorded-voice-and-steam-audio/22839/1 "2025-04-24T06:36:02Z")

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Hello. I did a voice chat with using FMOD.

In order for steam audio to work with FMOD, you need FMOD Emitter and Steam Audio Source. But for real time voice I using a programmer and create sound through code, that is, I do not have an emitter, so can I somehow transfer this sound for processing in steam audio?

Here are my topics, in which the implementation is partially visible:

> [@Adding effects to real-time recorded audio](https://qa.fmod.com/t/adding-effects-to-real-time-recorded-audio/21265):
>
> Hello, I’m making a voice chat for a game and I need the ability to apply various effects to the sound that I receive from the microphone depending on the value of some parameters, for example, to apply an “underwater” effect (may be snapshot) to the sound from the microphone when the player is underwater, is it possible to do this? Currently I have a sound structure and samples from a microphone. Thanks.

> [@Convert audio file to raw data (bytes) not working](https://qa.fmod.com/t/convert-audio-file-to-raw-data-bytes-not-working/21083):
>
> Hello everyone! 1 . For my project I want to use voice recognition with input from the microphone, for this I need raw sound data (pcm). Using the Unity Audio system, I used the AudioClip.GetData() method I received float numbers and converted them to pcm and everything worked as expected. The problem arose when I needed to change the audio system to fmod. After searching through a bunch of forum articles and trying thousands of lines of code, I got nothing. So just for testing I decided to tr…

Thanks.

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [April 29, 2025, 12:27am UTC](https://qa.fmod.com/t/real-time-recorded-voice-and-steam-audio/22839/2 "2025-04-29T00:27:17Z")

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Hi,

An option may be retrieving the event instance from the emitter: [Unity Integration | Scripting API Reference - StudioEventEmitter::EventInstance](https://fmod.com/docs/2.02/unity/api-studioeventemitter.html#studioeventemitter_eventinstance). This would allow you to have access to the instance while still using the emitter.

Hope this helps

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**Author:** ![hardsmoke](https://avatars.discourse-cdn.com/v4/letter/h/e9a140/32.png) [@hardsmoke](https://qa.fmod.com/u/hardsmoke)\
**Post date:** [April 30, 2025, 12:36pm UTC](https://qa.fmod.com/t/real-time-recorded-voice-and-steam-audio/22839/3 "2025-04-30T12:36:58Z")

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Hi. I’m very sorry. I forgot that I had already implemented this system a long time ago. So the question is not relevant. Anyway, thanks for the answer!
