Hololight Stream for Unreal Engine component - Microphone

Microphone

To capture microphone input from the client device and play it on the Unreal Engine Stream server, use Unreal Engine’s Audio Capture Component the same way as you would for local applications. To use the correct audio capture stream, modify the engine configuration. You can find this under Config/DefaultEngine.ini. Add the following lines to the configuration file:

[Audio]
AudioCaptureModuleName=StreamMicrophoneCapture

Then restart Unreal Engine.

The capture can be enabled before the connection and will start when the connection is established. Additionally, the Stream Audio Capture Extension Component needs to be used together with the Audio Capture Component for Hololight Stream to handle microphone stream (see below).

Currently, Hololight Stream microphone capture only works with one Audio Capture Component in the level. Having multiple Audio Capture Components can lead to unexpected behavior.

Hololight Stream Audio Capture Extension Component

To securely handle audio streaming through Hololight Stream, you need the Hololight Stream Audio Capture Extension Component. You should create, start, stop, and destroy this component together with the Audio Capture Component. You can also bundle the two components together.