Hey Jeremy, Thanks for the tip. We are about to set aside some dev time to do this, so we'll see. But I'm also not sure it will be worth it. Right now, I can't see anyway to record the audio input and kick the recording back into wwise for processing. I currently have a sound sfx object with the audio input as the source and the wwise recorder on the effects. This works great in wwise and through wwise i can put the recording back into wwise as a new sound sfx object and then assign a play event to that new object. After building the soundbanks, in unity I can call that event and play back the recording, but that's as far as I am right now. First problem is how to get the pc mic IN to the audio input. that's a c++ c# thing. then if i do get that to work how can you rebuild a soundbank after the app is built? My users will not have wwise on their computer and the generated soundbanks are moved to streaming assets for building. So after you make the executable, wwise goes away. I don't see a way to have live input, record it, put it back into wwise, process it and play it back in unity.