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Module: LCKAudio | Version: 1.0 | Platforms: All

Overview

The LCK SDK features a modular audio capture system that supports multiple audio sources including game audio, microphone input, and voice chat. Audio sources implement a common interface and register via Unreal’s modular features system for automatic discovery.

Audio Source Plugins

LCKUnrealAudio

Unreal Engine native audio capture for game audio and microphone

LCKOboe

High-performance Android microphone capture via Google Oboe

LCKVivox

Vivox voice chat audio capture for multiplayer games

LCKFMOD

FMOD Studio game audio integration

LCKWwise

Audiokinetic Wwise game audio integration

Architecture

Plugin Capabilities

Audio Configuration Validation

Before recording starts, the audio system validates the configuration to ensure audio sources are properly set up. Use FLCKAudioConfigValidation to inspect the current state:
See FLCKAudioConfigValidation in the types reference.

Audio Plugin Discovery

Use FLCKAudioPluginInfo to query registered audio plugins at runtime:
See FLCKAudioPluginInfo in the types reference.

Audio Channel System

Channel Types

LCKVivox maps incoming voice chat to Game channel and outgoing microphone to Microphone channel for unified handling.

Channel Masks

Channel Source Configuration Types

The SDK provides helper structs for common channel configurations: See Audio Source Channel Types in the types reference.

ILCKAudioSource Interface

All audio sources implement this interface:
OnAudioDataDelegate is a single delegate, not multicast. Only one listener can be bound at a time using BindLambda(). The FLCKAudioMix class internally manages binding to multiple sources.

Discovering Audio Sources

Listening to Audio Data

Audio Format

All audio sources provide audio in this format:

Thread Safety

  • OnAudioDataDelegate may be called from any thread
  • Implementers should use thread-safe data structures
  • The encoder handles cross-thread data marshaling

Log Category