Audio Capture

When recording with LCK, all audio captured by the active AudioListener will be included. Since the AudioListener is most commonly attached to the player’s HMD, recordings capture audio from the player’s perspective.

Audio Mixer

When the LckAudioMixer looks for a game audio source, it will use this logic:
  1. Look for an AudioListener in the scene:
    • If found, check for a component implementing ILckAudioSource → use it if available.
    • If not found, add an LckAudioCapture to the GameObject with the listener.
  2. If no AudioListener is present:
    • Look for an LckAudioMarker.
    • Follow the same logic as above (check for ILckAudioSource, or fall back to LckAudioCapture).

Audio Mixer Flow Diagram

Audio Settings

  • Smaller DSP buffer sizes can cause audio artifacting and dropped audio.
  • This issue is usually less noticeable during gameplay but becomes more pronounced in recordings.
  • For best results, we recommend setting the DSP buffer size to “Default” or 1024.
  • We are working on improving how dropped audio is handled, but it may currently cause recording and audio-syncing issues

Third-Party Audio Support

LCK includes support for Wwise and FMOD. To enable them:
  1. Add the correct scripting define symbol in your project settings:
    • LCK_FMOD (for FMOD 2.02)
    • LCK_FMOD_2_03 (for FMOD 2.03+)
    • LCK_WWISE
  2. Place an LckAudioMarker component on the GameObject where LCK should attach capture components.
If you are not using Unity Audio and are also not using Wwise or FMOD, you can add the define:
  • LCK_NOT_UNITY_AUDIO — this forces LCK not to rely on Unity audio settings.

Supplying Custom Audio

As of v1.2.0 (see upgrade guide), developers can implement ILckAudioSource to manually supply game audio to LCK. Notes:
  • LCK will still collect microphone audio separately from custom sources.
  • LCK expects all audio in stereo, interleaved floats, at 48kHz.
  • To use this approach, implement ILckAudioSource in a component and place it:
    • next to a Unity AudioListener, or
    • next to an LckAudioMarker.
For examples take a look at **LckAudioListener **and FMOD and Wwise variants.

Discreet Audio

For audio that should be audible to the player but excluded from recordings (e.g., UI chimes, recording-state sounds), LCK provides the Discreet Audio API.

Play clips directly

PlayDiscreetAudioClip(AudioClip audioClip)
PreloadDiscreetAudio(AudioClip audioClip)

Stop all discreet audio

StopAllDiscreetAudio()
The Discreet Audio API is intended primarily for short audio cues and notifications.