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!
Hey, I’m also very interested in the answer to this. it doesn’t work with Submix at all… There’s clearly a lack of proper documentation on how to fully set up FMOD AudioLink for use with Niagara in Unreal:frowning:. I want to use FMOD for my UE project but if there’s no solution then what’s the point of using it, because my project will have a lot of VFX.
AudioLink is an API that connects Unreal Audio Engine to external software, allowing Audio to be passed from Unreal to FMOD. It does not let you pass audio from FMOD to Unreal. You can play FMOD Events directly in Niagara using the Niagara Modules supplied with the plugin, https://www.fmod.com/docs/2.02/unreal/niagara.html.
If you want to play UE audio in Niagara and play it through FMOD using AudioLink, then the correct AudioLink settings need to be applied to the Sound Cue/MetaSound/Sound Wave. https://www.fmod.com/docs/2.02/unreal/audiolink.html#source.