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New Audio Engine: Early Access Quick-Start Guide

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  • replied
    Originally posted by Bartosz Kamol Kamiński View Post
    Thanks [MENTION=524867]dan.reynolds[/MENTION] for your quick reply.
    I want to dynamicaly change treshold of compressor or frequency of EQ. I want to have acces to effect value from BP. Do I need to use follow listener? I don't get this part. Is it even possible?
    Yup yup! You'll want to read the section above about Getting Started with Source Effects!

    Originally posted by dan.reynolds View Post
    Dynamically Setting Source Effect Values in Blueprints

    You can modulate or drive Source Effect properties during gameplay. This can be a powerful way to create an intimate relationship between gameplay events and sound and music processing.

    In order to do this, you will need to get a reference to the Preset you wish to modulate.
    1. Get a reference to your Source Effect Preset (you will want to specify which specific type of Source Effect Preset Reference if creating a Blueprint Variable)
    2. Place a Set Settings function
    3. There will be an In Settings data struct pin
    4. Drag a pin off the In Settings pin and Make SourceEffect______________Settings where the blank would be filled in by your specific type of Source Effect Preset
    [INDENT]
    You just need a reference to your Source Effect.

    Leave a comment:


  • replied
    Thanks [MENTION=524867]dan.reynolds[/MENTION] for your quick reply.
    I want to dynamicaly change treshold of compressor or frequency of EQ. I want to have acces to effect value from BP. Do I need to use follow listener? I don't get this part. Is it even possible?

    Leave a comment:


  • replied
    Originally posted by Bartosz Kamol Kamiński View Post
    Hey, thanks for this awesome documentation.

    I follow all the steps and I have a problem with SoundeffectSourcePressetChain. I can add it in my SoundCue, I have Effect Tab. but I can't *** it to my AudioComponent. I don't have Effect tab in Details panel. [MENTION=524867]dan.reynolds[/MENTION]?



    [ATTACH=CONFIG]140757[/ATTACH][ATTACH=CONFIG]140758[/ATTACH]
    Hi Bartosz!

    Source Effects are applied to Sound Sources via the SoundBase, so you'll find that your SoundWave will have them!

    Try double clicking on your VO_MD_vs_I005_autopsyroom_02 SoundWave.

    In fact, with your implementation so far, you don't even need a SoundCue. You can loop at the SoundWave level and you can have SoundWaves play on Audio Components. As it is, the SoundCue will add unnecessary ticking to your logic.

    It's best to think of Source Effects as effects at the Source.

    Leave a comment:


  • replied
    Hey, thanks for this awesome documentation.

    I follow all the steps and I have a problem with SoundeffectSourcePressetChain. I can add it in my SoundCue, I have Effect Tab. but I can't *** it to my AudioComponent. I don't have Effect tab in Details panel. [MENTION=524867]dan.reynolds[/MENTION]?



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    Last edited by Bartosz Kamol Kamiński; 05-12-2017, 02:02 PM.

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  • replied
    Originally posted by dan.reynolds View Post
    Hey folks, I just edited the Sound Source Effect post with steps on how to set up an Envelope Follower Listener.

    https://forums.unrealengine.com/show...l=1#post704435
    Very cool! I was wondering if it's possible to set up an envelope follower with sound that's not heard in the engine. So for example it should play some sound and generate float values for it but not actually be heard. I'm using this for a lipsync system, and you can use it like that even with sound being heard if you use the split audio files (for each phoneme) as is and just play all of the sounds at the same time. It would be nice if you could decouple this for some artistic freedom I guess, playing the original dialogue lines and just using the split audio files for setting morph targets. If you could use an envelope follower with sound not heard in the engine you could also draw curves by hand, if it doesn't need to sound nice.

    Leave a comment:


  • replied
    Hi guys. Thanks for Synthesis, its great. I have been thinking about procedural sound generation for some time and now i can play with this. Great.

    I made a project where i exposed some synth parameters to GUI so i can quickly see how things affect each other. In editor it works fine.



    I thought i would share it with others, but packaged project looks like this:

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    Is problem on my side, or is it 4.16 preview thing? Any ideas?

    Leave a comment:


  • replied
    Originally posted by BrUnO XaVIeR View Post
    Now this is an intro documentation
    Woot!
    Attached Files

    Leave a comment:


  • replied
    Originally posted by PirateTony View Post
    For macOS different setup . Ive added to MacEngine.ini (Engine or Project ../Config/Mac/):

    [Audio]
    AudioDeviceModuleName=AudioMixerCoreAudio

    And im not sure about :
    It need or not? Bcoz audio engine works well w/o dat flag
    If you've already edited the ini file, you don't need the flag--but the flag offers people an easy way to A/B the difference between the new and old Audio Engines on existing projects.

    As far as CoreAudio, keep us posted on how it goes! We haven't had a chance to really test out mac!

    Leave a comment:


  • replied
    Now this is an intro documentation

    Leave a comment:


  • replied
    For macOS different setup . Ive added to MacEngine.ini (Engine or Project ../Config/Mac/):

    [Audio]
    AudioDeviceModuleName=AudioMixerCoreAudio

    And im not sure about :
    1. Open the project using command line flag: -audiomixer
    It need or not? Bcoz audio engine works well w/o dat flag

    Leave a comment:


  • replied
    Hey folks, I just edited the Sound Source Effect post with steps on how to set up an Envelope Follower Listener.

    https://forums.unrealengine.com/show...l=1#post704435

    Leave a comment:


  • replied
    Originally posted by kjekkbart View Post
    I did this today, it has several presets(in-game buttons for changing presets coming soon). The blueprint is very rough/elaborate and sorely needs more elegant solutions: https://youtu.be/aumCMQFEFoQ



    PS Nice guide! Appreciate it. Many many thanks!
    This is awesome... I love the idea of physical systems creating music. In this case a literal physical keyboard being played by rotating physics objects. Very interesting.
    https://twitter.com/minuskelvin/stat...41018956902400

    Leave a comment:


  • replied
    Originally posted by Shin_ji View Post
    Is there any videos showing these setups in action ?
    I did this today, it has several presets(in-game buttons for changing presets coming soon). The blueprint is very rough/elaborate and sorely needs more elegant solutions: https://youtu.be/aumCMQFEFoQ



    PS Nice guide! Appreciate it. Many many thanks!
    Last edited by ArthurBarthur; 05-05-2017, 11:32 AM.

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  • replied
    Looking very informative Dan, quick question though. Is there any videos showing these setups in action ?

    Will be diging into the setups once I get the chance to see for myself, many thanks for your time and effort !

    Leave a comment:


  • replied
    Amazing writeup, great to see such a nice thorough guide on the new features. Looking forward to try these out.

    Leave a comment:

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