FetchAudioInputs (Unreal Engine)
- Declaration
static void FetchAudioInputs(CavrnusAvailableInputDevices OnReceiveDevices);
Delegates Options:
DECLARE_DYNAMIC_DELEGATE_OneParam(FCavrnusAvailableInputDevices, const TArray<FCavrnusInputDevice>&, InputDevices);
typedef TFunction<void(const TArray<FCavrnusInputDevice>&)> CavrnusAvailableInputDevices;
- Description
Provides a list of available microphones. This function is basically only useful if you wished to build your own version of the default voice/video UI.
- Blueprint Sample
Audio Video Selection Widget
- Code Sample
#include "CavrnusFunctionLibrary.h"
#include "Types/CavrnusCallbackTypes.h"
#include "Types/CavrnusInputDevice.h"
void UClassName::Initialize()
{
// Member is FCavrnusAvailableInputDevices InputDevicesDelegate;
InputDevicesDelegate.BindUFunction(this, GET_FUNCTION_NAME_CHECKED(UClassName, OnAudioInputDevicesReceived));
}
void UClassName::OnAudioInputDevicesReceived(const TArray<FCavrnusInputDevice>& InputDevices)
{
// Member is TMap<FString, FCavrnusInputDevice> AudioInputDeviceList;
AudioInputDeviceList.Empty(InputDevices.Num())
for (auto InputDevice : InputDevices)
{
AudioInputDeviceList.Add(InputDevice.DeviceId, InputDevice);
}
}