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Live Link Face vs Sound Bakery

Live Link Face

dev.epicgames.com

Sound Bakery

soundbakery.jameskelly.audio

Side by side

FigureLive Link FaceSound Bakery
Price fromFreeFree
Free planYesYes
Free trial——
Open source——
Windows—Yes
macOS—Yes
Linux—Yes
iOSYes—
AndroidYes—
Plans published11
Spec score · Game Audio Middleware7.9 (#9)7.2 (#22)
IntegrationsThe app streams animation over a network to Unreal Engine using the MetaHuman Live Link plugin.The maker lists CLAP among its audio dependencies and documents a CLAP host and plugin access in its API.

Plans

Live Link Face

  • Live Link FaceFree

Live Link Face pricing →

Sound Bakery

  • Sound BakeryFree

Sound Bakery pricing →

In their own words

Live Link Face

Live Link Face captures facial performances and generates animation for MetaHuman characters in Unreal Engine. The iOS app supports real-time and processed animation and can capture raw video and depth data for the MetaHuman plugin. Epic describes the Android app as a beta for real-time MetaHuman facial animation. Animation streams over a network to Unreal Engine through the MetaHuman Live Link plugin; the phone and computer must be connected to a network. App settings include OSC connections for external controllers and devices. Android timecode can use the system clock, an NTP server, or a Tentacle Sync device for multi-device synchronization. Real-time Android animation is limited to certain Qualcomm chipsets, and Snapdragon 8s chipsets are unsupported; Android does not support capture for offline processing. Live Link Hub can download recorded media from Android and iOS devices and trigger recording on a connected phone. The app is free on iOS and Android. The App Store listing requires iOS 16 or later, while Epic’s workflow description specifies an iPhone 12 or later and a Windows 10/11 desktop PC.

Visit dev.epicgames.com

Sound Bakery

Sound Bakery is free, open-source audio middleware for games on Windows, macOS, and Linux. It combines an authoring application with a C/C++ API for game-engine integration. The workflow covers audio asset management, sound selection, packaging, playback, and debugging. Its Sound Chef library wraps miniaudio and emulates FMOD functionality, while the system manages a node graph, sounds, resources, and output to the user’s device. The maker describes built-in multithreading and an aim to let users customize the engine, interface, tools, and behavior as a collaborative alternative to Wwise and FMOD. CLAP is listed among the dependencies, with API access to a CLAP host and plugins. GitHub provides binaries and source; building requires a C++ compiler, CMake 3.28 or higher, and Git. The project uses the MIT License.

Visit soundbakery.jameskelly.audio