How audio capture works
When recording, LCK captures all audio heard by the active AudioListener in the scene. Since the AudioListener is typically attached to the player’s HMD camera, recordings capture audio from the player’s perspective. TheLckAudioMixer finds the game audio source using this logic:
- Look for an AudioListener in the scene. If found, check for a component implementing
ILckAudioSourceand use it if available. Otherwise, add anLckAudioCaptureto that GameObject. - If no AudioListener exists, look for an LckAudioMarker and follow the same logic.
Audio settings
For best recording quality, set the DSP buffer size to Default or 1024 in your Unity Audio settings. Smaller buffer sizes can cause audio artifacts that are more noticeable in recordings than during live gameplay.Third-party audio support
LCK includes built-in support for FMOD and Wwise. Enable them by adding scripting define symbols in Edit > Project Settings > Player > Scripting Define Symbols:| Engine | Define Symbol |
|---|---|
| FMOD 2.02 | LCK_FMOD |
| FMOD 2.03+ | LCK_FMOD_2_03 |
| Wwise | LCK_WWISE |
LckAudioMarker component on the GameObject where LCK should attach capture components.
Special configurations
| Scenario | Define Symbol |
|---|---|
| Not using Unity Audio at all | LCK_NOT_UNITY_AUDIO |
| FMOD combined with Unity Audio (e.g. Photon Voice) | LCK_FMOD_WITH_UNITY_AUDIO + LCK_FMOD |
Custom audio sources
As of v1.2.0, you can implementILckAudioSource to supply custom game audio to LCK:
AudioListener or an LckAudioMarker. LCK will still collect microphone audio separately.