Are there any dependencies to other plugins?
Yes, ODIN uses Epic’s official Audio Capture Plugin to capture Audio from input devices like a microphone. ODIN allows using either the default Audio Capture
object provided when calling Create Audio Capture
or the extended Odin Audio Capture object.
Other than that, ODIN will use the default Unreal Audio playback - this means, any Voice data played in-game will be handled like any other Audio Source in Unreal. This makes it possible to implement exciting features like Proximity Voice Chat and to handle settings like Volume controls using the established Unreal solutions.
See also
- I'm having Issues with Echo Cancellation, what can I do?
- Do you have sound occlusion built-in?
- Do you support Unreal Engine 5.x?
- Build-error: building for ... but attempting to link with file built for unknown-unsupported file format
- C++ only: JoinRoom does not trigger callbacks on Android / Meta Quest
- Cross-Platform / Cross-Engine is great. Inside the web client I can hear the UE client, but I cannot hear web clients inside the UE client. Why does it not work?
- I cannot find the Capture Audio nodes?
- My blueprint nodes are broken after upgrading to a new Unreal Engine version. What's wrong?
- Spatial audio does not work. What is wrong?
- Update Peer Position does not work or works incorrectly
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