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New Audio Engine: Early Access Quick-Start Guide

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  • replied
    Seems to be the sound card problem. First I forgot to add the MacEngne.ini in a Mac folder. When I done this, no sound came from UE4. So now, I don't know how to add my sound card to the MacEngine.ini line. I tried :
    [Audio]
    AudioDeviceModuleName=MotuUltraliteMk3Hybrid

    And

    [Audio]
    AudioDeviceModuleName=AudioMixerMotuUltraliteMk3Hybrid

    Didn't worked.

    I also tried :

    [Audio]
    AudioDeviceModuleName=CoreAudio

    It worked but I had the glitches.

    Finally I found this thread : https://forums.unrealengine.com/show...rk-on-Macs-yet
    So the problem seems to be that the engine uses the default playback device so it won't play on my sound card.
    Last edited by Tomavatars; 06-20-2017, 08:11 AM.

    Leave a comment:


  • replied
    Originally posted by SteveElbows View Post
    I've experienced those noises when I was using the synth and accidentally forgot to enable the new audio engine - I wasnt expecting it to work at all with the old audio system but it did, and had exactly the symptoms you describe. Are you sure you have the new audio engine enabled?
    Hey! Thanks for your answer.
    Actually I'm on mac so I followed PirateTony explanation to enable the new audio Engine. Perhaps I should point out my sound card here instead of coreaudio? I don't know how to do it actually :/

    [Audio]
    AudioDeviceModuleName=AudioMixerCoreAudio

    Leave a comment:


  • replied
    ****! I just upgraded to 4.16, and it seems like this will be great for my game. IO could just create the notes for my game with the synthesizer, rather than using an external program to save all 71 notes separately, plus who knows what other changes in timbre I'd like to add. I will be definitely be looking at all of this more slowly next week!

    Thanks for the amazing new features and write ups!

    Leave a comment:


  • replied
    Originally posted by Tomavatars View Post
    Hey there!

    Dan, I am currently testing this awesome new audio engine.
    I meet a few problems and I wonder where it comes from.

    First, occasionally, when I play in editor, you can hear some distortions. It happens two times at the beginning of the video. When it happens, I have to stop playing.
    Then, I made a generative sequencer in blueprints, and I use the modular synth. You can hear that sometimes (when chords are played) there is I think a cpu overload or something like this as we can hear glitches.
    Am I doing something wrong or the synth is simply too powerful for my system?
    Specs : 3,41 GHz Intel Core i7 / 16 Go 2400 MHz DDR4 / graphic : NVIDIA GeForce GTX 960 2047 Mo / Sound card : Motu Ultralite MK3 - sample rate at 48khz

    Here is a video :

    https://youtu.be/K4tZgTkXAhA
    I've experienced those noises when I was using the synth and accidentally forgot to enable the new audio engine - I wasnt expecting it to work at all with the old audio system but it did, and had exactly the symptoms you describe. Are you sure you have the new audio engine enabled?

    Leave a comment:


  • replied
    Hey there!

    Dan, I am currently testing this awesome new audio engine.
    I meet a few problems and I wonder where it comes from.

    First, occasionally, when I play in editor, you can hear some distortions. It happens two times at the beginning of the video. When it happens, I have to stop playing.
    Then, I made a generative sequencer in blueprints, and I use the modular synth. You can hear that sometimes (when chords are played) there is I think a cpu overload or something like this as we can hear glitches.
    Am I doing something wrong or the synth is simply too powerful for my system?
    Specs : 3,41 GHz Intel Core i7 / 16 Go 2400 MHz DDR4 / graphic : NVIDIA GeForce GTX 960 2047 Mo / Sound card : Motu Ultralite MK3 - sample rate at 48khz

    Here is a video :

    https://youtu.be/K4tZgTkXAhA

    Leave a comment:


  • replied
    Awesome thanks mate

    Leave a comment:


  • replied
    Originally posted by Ashton_Audio View Post
    Thanks Dan. This is really useful to know.

    So you recommend using SCs for things like random containers and modulators, but most things can be done easier in BP?
    At the moment, setting up Arrays of SoundWaves is a bit fiddly (in my opinion, at least), so I think it's still has some use--but BPs are way more powerful and more than that, they allow you to more smoothly interact with all the other systems in the game and allows audio cats to sync up better with Designers and Artists (who are already knee deep in BPs).

    Originally posted by Ashton_Audio View Post
    More dumb questions:

    -do both oscillators have to be routed through the filter?
    -Can you have multiple mod synth components on one BP?
    The Modular Synthesizer Aaron built is similar to the OB-8 or Juno 106 era performance synths in that there is an Oscillator/Voice section and that gets summed out into the Filter and then the Amplifier, your standard:

    VCO => VCF => VCA

    If you're comfortable in code, however, you can just make your own synth component--the libraries are all there with more to come for sure!

    You can have as many mod synth components as your processor can handle and no more. They aren't cheap, but a BP Actor can have several. I made a Drum synth for GDC that had 12 Synth Components.

    Originally posted by Ashton_Audio View Post
    and similarly, patching LFO to gain of one oscillator instead of the gain of the whole patch?
    In this case, you don't want to use the default patch destinations for the LFO, you want to set up a custom Patch. The Modular Patch section at the end of the Preset is a custom array of Modulation Sources to one or more Modulation Destinations--it is there that you can set a specific Osc Gain as a Modulation Destination.

    Click image for larger version

Name:	Modular_synth_patches.JPG
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    See the ADVANCED MODULAR PATCH ASSIGNMENTS section.

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  • replied
    and similarly, patching LFO to gain of one oscillator instead of the gain of the whole patch?

    Leave a comment:


  • replied
    More dumb questions:

    -do both oscillators have to be routed through the filter?
    -Can you have multiple mod synth components on one BP?

    Leave a comment:


  • replied
    Thanks Dan. This is really useful to know.

    So you recommend using SCs for things like random containers and modulators, but most things can be done easier in BP?

    Leave a comment:


  • replied
    Originally posted by Ashton_Audio View Post
    Hi Dan.
    Sorry if this is a stupid question. Can the synths only in a BP or is there/will there be a way to use the synths in Sound Cues?
    Key parts of the implementation systems in our game have been set up with data assets with exposed variables to insert sound cues. I would really like to start using some procedural aspects with the modular synth, would I be able to do that or would I need to have the data assets trigger custom events and use those in a synth BP or something?

    Also in the now famous presentation you guys did about the new system, the synth had a nice and friendly GUI to work with, is this in there somewhere and I'm missing it?

    Thanks

    Ashton
    Hey Ashton,

    The synths are components, not assets, so there aren't any ways to trigger them from within SoundCues right now and frankly, I'm not completely sure how that would be accomplished or what parameter control would even look like--parameter passing in SoundCues is extremely painful and SoundCues are so obfuscated from the rest of the game logic that my hearty recommendation is to use SoundCues sparingly and only for cases when similar logic would be less convenient in Blueprints--generally speaking, Blueprints are far superior in terms of logic and generally will perform better. SoundCues are very much a legacy system and the entire SoundCue graph is evaluated every tick, which in cases of complex SoundCue graphs is actually really terrible for performance (compared to the execution oriented BPs).

    As for the GUI, we've considered trying to include it in a Content Example some time down the line, but it was just a runtime UMG interface I made for modulating synth parameters in real time. It had limitations because the Modular Synth is modular and the UMG widget wasn't. With that said, we are interested in exploring ways to edit preset data in the Editor and hope that we can improve interfacing with Audio assets, effects, synths, etc. overall--at the moment, Slate is something we'll need to learn more about to achieve this, so I don't know when we'll be able to get to it--but we want to do it, for sure!

    Leave a comment:


  • replied
    Hi Dan.
    Sorry if this is a stupid question. Can the synths only in a BP or is there/will there be a way to use the synths in Sound Cues?
    Key parts of the implementation systems in our game have been set up with data assets with exposed variables to insert sound cues. I would really like to start using some procedural aspects with the modular synth, would I be able to do that or would I need to have the data assets trigger custom events and use those in a synth BP or something?

    Also in the now famous presentation you guys did about the new system, the synth had a nice and friendly GUI to work with, is this in there somewhere and I'm missing it?

    Thanks

    Ashton

    Leave a comment:


  • replied
    Originally posted by Marius Irgens View Post
    Request for a future addon: Some kind of mini-sequencer to use inside event graph, to make short melodies (like a power up melody). Something like Timeline, but intended for note sequences. Not for making music or anything, just for those short sequences of notes.It could offcourse be used for other float values in blueprints also, and therefore sync synth values with visual values.
    Usually for this I just have an array of notes and then I loop through them.

    Leave a comment:


  • replied
    Request for a future addon: Some kind of mini-sequencer to use inside event graph, to make short melodies (like a power up melody). Something like Timeline, but intended for note sequences. Not for making music or anything, just for those short sequences of notes.It could offcourse be used for other float values in blueprints also, and therefore sync synth values with visual values.

    Leave a comment:


  • replied
    Originally posted by SteveElbows View Post
    There is stuff in the thread about the midi plugin that will help you with a fair chunk of the stuff needed to get a keyboard working with the synth. ( https://forums.unrealengine.com/show...Support-Plugin )
    Thanks!

    Leave a comment:

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