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    #46
    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

    Comment


      #47
      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.

      Comment


        #48
        Originally posted by Tomavatars View Post
        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.
        Hi Tomavatars,

        [Audio]
        AudioDeviceModuleName=

        The AudioDeviceModule is the module Epic has built to allow Unreal to interact with your Operating System's audio device. This is not a reference to your audio device. This configuration parameter tells Unreal which module to load (by name) so that Unreal can interact with your Operating System's audio device.

        AudioDeviceModuleName=CoreAudio would tell Unreal to load the original (old audio engine) implementation of CoreAudio which is the Mac OSX's audio device architecture.
        AudioDeviceModuleName=AudioMixerCoreAudio is an alternative module which loads the new audio engine. However, we are still smoothing out the implementations. We have several platforms for which we must build these modules and we hope to get as many of these done as quickly as possible (work is ongoing). For 4.16, we only had time to actually test Windows/PC, so we welcome any feedback you might have on this still experimental system.

        Thanks!
        Dan Reynolds
        Technical Sound Designer || Unreal Audio Engine Dev Team

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          #49
          Thanks Dan for the explanations.
          I will then wait for a new UE4 version to play with the new audio engine on Mac.

          Comment


            #50
            Got a question here, is finally possible calibrate the audio and set more gain in the left or right side for speakers ?
            Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
            Hevedy - Image Tools: https://hevedy.itch.io/imagetools

            Comment


              #51
              Hi!

              Not sure where to post this, but I'm having trouble getting media sources to play in 4.16 with the new audio engine enabled. In my particular case, I have a .mp4 video file with audio. The video plays fine, but the audio doesn't play. This is fixed if I disable the new audio engine. Any ideas on how I might work around this? I thought about just playing the separating the sound file as a .wav and playing that at the same time as the video, but if there's something simple I'm overlooking let me know

              Comment


                #52
                The output of the second oscillator in the Modular Synth Component seems a bit buggy to me. It seems like most waveform Types, especially when combined with Octave transpositions, generally "don't work." For instance, mixing a Sine in Osc1 with a Sine in Osc2 an octave down makes it sounds more like a distorted sawtooth than a fundamental and a first harmonic. Something glitchy here? Can be more specific with some use cases if requested.

                Comment


                  #53
                  I'm having difficulty following how to get chords playing on modularSynth. I'm not a synthesizer expert, so I'm missing some assumed knowledge here. I'm trying to setup programmatic playing of chords. My initial attempt was to use NoteOn multiple times, but when the new note was played, the old one turned off.
                  Click image for larger version

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                  Reading the quick guide and hunting around, it seemed that this may be because the default modularSynth preset did not allow for polyphony. So I attempted to create a preset that allowed for polyphony, but ran into an issue where it demanded I set up patches.
                  Click image for larger version

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                  The quick guide seems to indicate that patches are an advanced feature, so this is where I stopped to ask for some guidance. It seems like I could make chords by using patches themselves and targeting the two modular synth oscillators, then utilizing multiple modular synths to increase the number of notes in the chord to 2, 4, 6, etc. but it seems unlikely that is the right way to do it as modular synths are "expensive". So how would I do programmatic generation of chords as intended? Especially curious on the process for running multiple tracks with different voices (violin, piano, etc.) Any resources I can jump on? Thanks all!

                  Comment


                    #54
                    Originally posted by Vincent Baier View Post
                    The quick guide seems to indicate that patches are an advanced feature, so this is where I stopped to ask for some guidance. It seems like I could make chords by using patches themselves and targeting the two modular synth oscillators, then utilizing multiple modular synths to increase the number of notes in the chord to 2, 4, 6, etc. but it seems unlikely that is the right way to do it as modular synths are "expensive". So how would I do programmatic generation of chords as intended? Especially curious on the process for running multiple tracks with different voices (violin, piano, etc.) Any resources I can jump on? Thanks all!

                    For the patches error, you just need to give your "Make modularsynthpreset" node an empty dummy-array. If you extend the node, it is pretty much at the bottom. Drag a blue line from it and type in node "make array". Will solve it!

                    You can play chords from one instrument on a single synth. You want different presets for different instruments, and they need to run on their own separate synthesizers if you want them playing at the same time. To understand and wield all the parameters, and also to be able to separate engine-terms from sound-terms, I highly advise learning generic sound synthesis. If you learn one synthesizer, you will also understand all others + unreals new synth automagically. I highly recommend http://www.syntorial.com/. Maybe find some documentaries on the early days of synthesis, as you will learn a lot there too, while being entertained

                    Comment


                      #55
                      Thank you so much kjekkbart, that's a huge help! Part of my efforts on this project are to teach myself more composition and music theory so jumping into a documentary might be exactly what I need.

                      Comment


                        #56
                        Originally posted by magicxtian View Post
                        Hi!

                        Not sure where to post this, but I'm having trouble getting media sources to play in 4.16 with the new audio engine enabled. In my particular case, I have a .mp4 video file with audio. The video plays fine, but the audio doesn't play. This is fixed if I disable the new audio engine. Any ideas on how I might work around this? I thought about just playing the separating the sound file as a .wav and playing that at the same time as the video, but if there's something simple I'm overlooking let me know
                        Hi Magicxtian!

                        The Media System is supported by another team (non-audio developers), but it's definitely on our radar!
                        Dan Reynolds
                        Technical Sound Designer || Unreal Audio Engine Dev Team

                        Comment


                          #57
                          Originally posted by mindridellc View Post
                          The output of the second oscillator in the Modular Synth Component seems a bit buggy to me. It seems like most waveform Types, especially when combined with Octave transpositions, generally "don't work." For instance, mixing a Sine in Osc1 with a Sine in Osc2 an octave down makes it sounds more like a distorted sawtooth than a fundamental and a first harmonic. Something glitchy here? Can be more specific with some use cases if requested.
                          A couple of things to watch for:

                          I find it useful, often, to pull back the gain, high gain can sometimes introduce distortion from which harmonics can emerge. Additionally, you'll want to ensure that Oscillator sync is off, which would restart the second oscillator every cycle resulting in a slightly sawtoothy (or sharksfinny) waveform.

                          Definitely hit us up with a video if you're certain you're hitting a bug.
                          Dan Reynolds
                          Technical Sound Designer || Unreal Audio Engine Dev Team

                          Comment


                            #58
                            Originally posted by Vincent Baier View Post
                            I'm having difficulty following how to get chords playing on modularSynth. I'm not a synthesizer expert, so I'm missing some assumed knowledge here. I'm trying to setup programmatic playing of chords. My initial attempt was to use NoteOn multiple times, but when the new note was played, the old one turned off.
                            [ATTACH=CONFIG]147114[/ATTACH]
                            Reading the quick guide and hunting around, it seemed that this may be because the default modularSynth preset did not allow for polyphony. So I attempted to create a preset that allowed for polyphony, but ran into an issue where it demanded I set up patches.
                            [ATTACH=CONFIG]147117[/ATTACH]
                            The quick guide seems to indicate that patches are an advanced feature, so this is where I stopped to ask for some guidance. It seems like I could make chords by using patches themselves and targeting the two modular synth oscillators, then utilizing multiple modular synths to increase the number of notes in the chord to 2, 4, 6, etc. but it seems unlikely that is the right way to do it as modular synths are "expensive". So how would I do programmatic generation of chords as intended? Especially curious on the process for running multiple tracks with different voices (violin, piano, etc.) Any resources I can jump on? Thanks all!
                            As kjekkbart mentioned, you'll need to feed it a dummy array--it's one of the quirks of Blueprints that an Array Pin input must have an array. However, that array can be empty.
                            Dan Reynolds
                            Technical Sound Designer || Unreal Audio Engine Dev Team

                            Comment


                              #59
                              It would be cool to get some video along with the introduction, showcasing the sound differences, effects etc.
                              LEGENDS OF EPICA | CS - SPACE ALPHA

                              Comment


                                #60
                                Are the new audio engine along with aspects like the sound utilities plugin going to be fully released with 4.17? No longer experimental / beta versions? Holding off on really diving into this until everything's had a good shakedown...

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