# Has anyone integrated JUCE within a game built on Unreal Engine?

**URL:** <https://forum.juce.com/t/has-anyone-integrated-juce-within-a-game-built-on-unreal-engine/20105>\
**Category:** General JUCE discussion\
**Created:** [December 1, 2016, 10:40am UTC](https://forum.juce.com/t/has-anyone-integrated-juce-within-a-game-built-on-unreal-engine/20105 "2016-12-01T10:40:19Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![daniel](https://sea2.discourse-cdn.com/flex026/user_avatar/forum.juce.com/daniel/32/790_2.png) [@daniel](https://forum.juce.com/u/daniel)\
**Post date:** [December 4, 2016, 6:04pm UTC](https://forum.juce.com/t/has-anyone-integrated-juce-within-a-game-built-on-unreal-engine/20105/3 "2016-12-04T18:04:03Z")

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I am looking into this now. My thoughts are, there is support for an audio stream. So if somebody would add an AudioOutputStream as subclass of [AudioIODeviceCallback](https://www.juce.com/doc/classAudioIODeviceCallback), that would be awesome.

The other option would be to hook directly into OpenAL, which is the audio backend of Unreal.  
How buffers are queued is described on page 14: [http://openal.org/documentation/OpenAL\_Programmers\_Guide.pdf](http://openal.org/documentation/OpenAL_Programmers_Guide.pdf)

I would be interested, how it went…

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