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How Microphone data are consumed in your Unreal Instructions :
In order to get microphone input to your pixel streaming application from the E3DS system, there are a few things that need to be done. app.

UE Instructions

In your Unreal ProjectEngine project, Enable complete the following thingssteps:

1. Enable the

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Pixel Streaming Plugin

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Refer to this document

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PixelStreamingAudio to enable the Pixel Streaming Plugin in your UE Project.

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Note: ‘Pixel Streaming Audio is needed to transfer the Audio Input from the Browser side to the Pixel Streaming Application.
https://github.com/EpicGames/PixelStreamingInfrastructure/blob/master/Frontend/Docs/Using%20the%20Microphone%20Feature.md
https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/PixelStreamingAudioComponent/

Info

C++
https://docs.unrealengine.com/5.0/en-US/PythonAPI/class/PixelStreamingAudioComponent.html

https://docs.unrealengine.com/5.3/en-US/experimental-pixel-streaming-features/

2. Add the

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'Pixel Streaming Audio' component to the Blueprint

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responsible for

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handling audio input

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Info

Note: PixelStreamingAudio is needed to transfer the Audio Input from the Browser side to the Pixel Streaming Application. It is by default automatically activated when the actor is added to the game.

Enabling the UE app to listen to Mic Input

It is a simple setup that includes writing small blueprints code in a project. In order to make the application listen to the microphone input there are some things that need to be done.

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which involves implementing a small Blueprint script in the project. To enable the application to listen to microphone input, several steps should be completed:

  1. Enable the Pixel Streaming Plugin.

  2. Go to player controller or character blueprint.

  3. On Begin Play node, add ‘get get pixel streaming delegates’ delegates node.

  4. From its return value, get the “bind bind event on new connection” connection node.

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  1. Now make Make a new Blueprint actor and add a Pixel Streaming Audio Component to it.

  2. Create a Listen To node.

  3. Grab that Audio Component and create a new “Listen To” connect it to the new ‘Listen Tonode.

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  1. Make Create a custom event and make the “Player .

  2. Make the ‘Player to Listen to” toan Input of that custom event.

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  1. Return to the main

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  1. Player Controller or Character Blueprint where you bound the event on new connection in Step 4.

  2. On the Event On New Connection, use the Spawn

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  1. Actor from Class node.

  2. Select the newly created actor in the Class input.

  3. After spawning, call the Custom Event that was previously created.

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Now package your application and upload to Eagle 3D Streaming Control Panel and test your application. On application start

  1. Package your app. Refer to this document.

  2. Upload your app in the Old Control Panel. Refer to this document.

  3. Play your app. When the app starts, the Audio Broadcasting will work.

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Note: You will hear your microphone Input input as the Output of the application. This will prove application's output, confirming that the application system is workingfunctioning correctly.

This is everything that needs to be done to Now you know how to get your pixel streaming Audio input to the application.

Now package the application and upload to E3DS system.

(Refer to this document to upload to the Old Control Panel and this document, to upload to the New Control Panel).

(Follow this document to Package your Project from Unreal Engine.)

Troubleshoot your application while testing: !

Troubleshooting your App while testing for Microphone

If you can’t hear any output from the app

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:

  1. Please verify that you are using the correct Microphone in your system settings.

  2. Make sure your browser Browser has the microphone Microphone access. (See Refer to this document for the permission to allow access the Microphone)

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  1. .

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Need help? Contact Support

Submit a new request at E3DS support portal.

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