Skip to main content

Description

ILckAudioSource defines the contract for custom audio sources in LCK. As of v1.2.0, developers can implement this interface to manually provide game audio to LCK. This is useful when integrating with third-party audio middleware (such as FMOD or Wwise) or when Unity’s built-in audio pipeline does not represent the full mix you want to capture.
Microphone audio is still collected separately by LCK and is not replaced by custom sources.

Supplying Custom Audio

When implementing ILckAudioSource, keep the following requirements in mind:
  • Audio format: stereo, interleaved floats, 48 kHz sample rate
  • Placement: attach your component next to either a Unity AudioListener or an LckAudioMarker
  • Examples: see built-in implementations such as LckAudioListener, FMOD variant, and Wwise variant
This flexibility allows you to integrate external audio systems or customize exactly what LCK captures for streaming and recording.

Usage

Example: Supplying Audio from a Custom Source

Attach this component next to an AudioListener or LckAudioMarker to begin supplying custom game audio.

Methods