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New Audio Engine: Early Access Quick-Start Guide

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    Originally posted by CMilesM View Post
    Has anyone had any luck with saving .wav files using Audio Capture in 4.20? I can get it to save as Sound Wave files, but just changing the export type (see attached) from Sound Wave to Wav doesn't work.
    Wave files are saved in a different directory (Saved directory instead of Content directory), were the subdirectories Audio/Recording created in your Saved directory?
    Dan Reynolds
    Technical Sound Designer || Unreal Audio Engine Dev Team

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      Originally posted by kamrann View Post
      It's been a while since I've worked with UE4 audio code, I'm surprised to see that the new mixer is still not enabled by default in 4.20. Can someone give or point to a brief status update on the system?
      I'm updating a plugin and wondering if it's safe at this point to assume that all future projects that will use it will be able to enable the mixer without issue. Has the mixer been implemented for all UE4 supported platforms now, including consoles?
      All of our backends have been built out for all UE's supported platforms. We are focusing on battle hardening it by turning it on for Fortnite. This allows us to fortify and optimize it for a large-scale, multi-million player game project. When we've done this, we will turn it on by default for new projects. Currently, we've turned it on for Android so far.

      With that said, it's worth noting that there have already been several games which have released using the new Audio Engine. Our own Robo Recall, but also a slew of indie games (like All Walls Must Fall) and a couple of AAA titles (like A Way Out). Many licensees starting up new projects have already turned it on for their new projects and if you're looking at starting up a project now and expect to be in development for a while, it's probably a good idea to turn it on.
      Dan Reynolds
      Technical Sound Designer || Unreal Audio Engine Dev Team

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        Hello @dan.reynolds ,
        I noticed when you use the new audio engine you get another section on CPU profiling called "audioMixerRenderThread(1)" and this section takes a lot of ms, it takes ~ 7 ms on android but somehow its not affecting the performance does that mean they made audio engine work on different thread?

        Another question, how can I disable Master Reverb and Master EQ on the new audio engine? as you can see its taking 6 ms even though I checked the box for "disable EQ" on project setting and I unchecked the box for effect and Reverb on my audio master sound class.
        3rd and last question, what is "apply effects" on attached image regarding master sound class?
        Thanks
        Last edited by mhnoni; 02-25-2019, 08:45 AM.

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          It will be better if we can reuse the Animation Montage editor or Level Sequence Editor, so we can add custom events, rearrange audios and mixe them visually like Wwise and FMOD doing.

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            I'm having trouble dynamically setting source effect values when using media sound components. It seems like the media sound component only keeps the source effect values at initialization, and subsequent modifications to the source effect reference has no effect. I'm also getting weird behavior where setting the source effect value at begin play doesn't get applied to the media sound component until I stop and start the play in editor session again. I'm pretty stumped on this one, even after stepping through the source code. Any help would be appreciated!

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              Originally posted by vle07 View Post
              I'm having trouble dynamically setting source effect values when using media sound components. It seems like the media sound component only keeps the source effect values at initialization, and subsequent modifications to the source effect reference has no effect. I'm also getting weird behavior where setting the source effect value at begin play doesn't get applied to the media sound component until I stop and start the play in editor session again. I'm pretty stumped on this one, even after stepping through the source code. Any help would be appreciated!
              That's a current bug in the latest launcher version(4.22.2 atm) of UE. If you wait for next launcher version, or grab a fresh master off github right now, dynamic source effect parameters should work normally again.

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                Originally posted by ArthurBarthur View Post

                That's a current bug in the latest launcher version(4.22.2 atm) of UE. If you wait for next launcher version, or grab a fresh master off github right now, dynamic source effect parameters should work normally again.
                Thanks for the info! Just updated to the latest hotfix 4.22.3, and updating the source effect values at runtime now works. Still ran into the issue where setting the values at begin play on a media sound component is buggy on the first launch. My workaround is just to use a 0.5 second delay before setting the values.

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