Hi everyone,
I’m trying to send audio data from FMOD into Unreal Engine for use in Niagara, with the goal of driving real-time object modifications. I understand this can be achieved using AudioLink, but the official documentation isn’t very clear.
Following the instructions here: https://www.fmod.com/docs/2.02/unreal/audiolink.html, I’ve created an FMOD event with a Programmer Instrument set to Async Loop, and assigned it to a bank. In Unreal, I created an FMOD AudioLink Settings asset.
At this point, I believe I need to link the AudioLink_FMOD_Event to the FMOD AudioLink Settings, and then route it to a UE Submix in order to access it from Niagara — but I’m a bit lost on how to properly complete this step.
Could anyone point me in the right direction, or recommend a tutorial that walks through this setup?
Thanks in advance!