I am struggling with recording gameplay using the recorder and capturing audio that is driven by wwise. I am able to trigger capturing the output of wwise when recording starts but my main issue is that the recorder delays rendering of unity to maintain constant framerate while wwise is playing audio in real time. This is causing two different timelines which I think cannot be synced. Imagine ambient sound, for example, rain that is constantly playing and footsteps while the character runs. Those events will be out of sync when unity waits for the rendering of each frame to maintain a constant framerate.
I would really appreciate any help about that. My goal is: record smooth gameplay with extra quality (uncompressed image sequence for example) with audio that is driven by wwise. Im ofc all up for composition in 3rd party software.
Hey,
Indeed our audio recording implementation does not work with wise and I am not sure we can do much to support wwise. We could at least improve on the error handling / reporting.
For the framerate issue: The recorder supports Variable framerate: Playback: Variable
And recorder 4.0.0-pre.2 supports VFR with mp4 and webm files (make sure you don’t get any later one because the latest minimum unity version jumps to 22.1 starting with 4.0.0-pre.3 )
well - I think that there is something like offline rendering in Wwise (and capturing output in Wwise Api) so I believe that recorder working with 3rd party solutions such Wwise is technically possible - but I guess its all down to your approach as a company - is it worth to just have look at it?
I’m also missing this feature, being able to capture Wwise sound would make my life easier, it appears there’s support for FMOD already?
My current work-around is to record the desktop audio separately using Audacity and the WASAPI Loopback api, then remix the audio in a video-editing software in post.
I’ve actually managed to get around this limitation, by writing a custom unity recorder that intercepts wwise. The only downside is that it records to separate wav and I didn’t get to figure out why there is a slight difference in the duration of the audio track vs the video track. But it is synchronizable manually.
Hi, I tryed to use your package, but encountered some issues. When recording the GameView, it seems that to maintain a stable frame rate, it plays at nearly 0.5x speed during the recording, although the recorded video plays at the normal speed afterward. This resulted in recorded audio matches the recording speed but doesn’t align with the final video. Did I use the package in a wrong way?