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New Audio Engine: Early Access Quick-Start Guide

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  • replied
    I managed to get it to compile! I forgot to add it to the AdditionalDependencies inside the .uproject file. Adding "Synthesis" in the .uproject file, to PublicDependencyModuleNames in .build.cs, and including "SynthComponents/EpicSynth1Component.h" got it to compile properly.

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  • replied
    How would you get the UModularSynthComponent added to an Actor in C++? I've got everything set up in Blueprints already, but I wanted to bring the logic down to a lower level and the compiler can't find the header file. I tried adding "Synthesis" to my PublicDependencyModuleNames in the .build.cs file, but it still has issues finding the header files.

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  • replied
    I just enabled this and it fixed all my android issues.

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  • replied
    Originally posted by dan.reynolds View Post

    -audiomixer still works. But if you want it on by default for YOUR project, then you need to set up the config override. You can check ini files into your version control so that everyone gets them. I can't imagine how you're collaborating otherwise.
    very easy, you only source control the project itself and everyone has to use the launcher engine (the package build is done from engine source tho)

    Thx for your answer, sadly I still have problems with steam audio on the current launcher version, maybe switching the engine source might be an idea now

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  • replied
    How do I complete the following step on a Mac? do I use terminal?

    Launching the Editor with the New Audio Engine on via Command Line:

    1. Open the project using command line flag: -audiomixer

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  • replied
    Originally posted by Dudester01 View Post

    Thanks, Dan
    I know the blueprints and stuff. But I don't know for example what are the Note on, Note Off, how the sound-thing works, etc google is silent on this matter.
    Note On and Note Off are functions called on the Modular Synth Component, they mimic MIDI Note On and Note Off events, which have been a standard for hardware synth communication since the 1980s.

    They start a synth note and end a synth note, respectively.

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  • replied
    Originally posted by dan.reynolds View Post

    The white connections are EXECUTIONS.

    They come from EVENTS.

    I would recommend a generalized Blueprints tutorial, something like turning on and off a light or opening and closing a door. The gist is that an event happens and it executes a series of functions and macros. These happen in a specific order, a sequence determined by the order in which your functions are connected. Sometimes there are macros that alter the execution pathway (like a Branch or a ForEach, etc.) in those cases, you might have several possible execution pathways. How you construct these pathways determines your game logic.

    The question of what Event prompts a Note On for a Synth or a Set Frequency for a Filter is not one posed to me, that is up to you.

    Maybe the Note On plays when your BP interprets a MIDI Event, or maybe it plays when your character walks into a Trigger Volume. Maybe you set the Filter Frequency of your Source Effect when your player loses the game or when you enter a menu.

    The point is, I don't know what comes before those any more than you do.
    Thanks, Dan
    I know the blueprints and stuff. But I don't know for example what are the Note on, Note Off, how the sound-thing works, etc google is silent on this matter.

    Leave a comment:


  • replied
    Originally posted by Dudester01 View Post
    Good feature, but there a lot of things in the guide that I don't understand, like on the modified screenshots that I attached.
    The guide doesn't go step by step, I don't see connections, and there is no screen-shot showing some complete blueprint set-up like in Midi tutorial
    Sorry if my question is very basic, I just never had any experience with sound-thing
    Please halp,
    Kind Regards
    The white connections are EXECUTIONS.

    They come from EVENTS.

    I would recommend a generalized Blueprints tutorial, something like turning on and off a light or opening and closing a door. The gist is that an event happens and it executes a series of functions and macros. These happen in a specific order, a sequence determined by the order in which your functions are connected. Sometimes there are macros that alter the execution pathway (like a Branch or a ForEach, etc.) in those cases, you might have several possible execution pathways. How you construct these pathways determines your game logic.

    The question of what Event prompts a Note On for a Synth or a Set Frequency for a Filter is not one posed to me, that is up to you.

    Maybe the Note On plays when your BP interprets a MIDI Event, or maybe it plays when your character walks into a Trigger Volume. Maybe you set the Filter Frequency of your Source Effect when your player loses the game or when you enter a menu.

    The point is, I don't know what comes before those any more than you do.

    Leave a comment:


  • replied
    Good feature, but there a lot of things in the guide that I don't understand, like on the modified screenshots that I attached.
    The guide doesn't go step by step, I don't see connections, and there is no screen-shot showing some complete blueprint set-up like in Midi tutorial
    Sorry if my question is very basic, I just never had any experience with sound-thing
    Please halp,
    Kind Regards
    Attached Files
    Last edited by Dudester01; 04-23-2018, 09:18 AM.

    Leave a comment:


  • replied
    Originally posted by Th120 View Post
    alright, so the -audiomixer parameter has no impact anymore?
    I am working with a small team and for some even setting the right ini value in the launcher engine might be a challenge.
    -audiomixer still works. But if you want it on by default for YOUR project, then you need to set up the config override. You can check ini files into your version control so that everyone gets them. I can't imagine how you're collaborating otherwise.

    Leave a comment:


  • replied
    alright, so the -audiomixer parameter has no impact anymore?
    I am working with a small team and for some even setting the right ini value in the launcher engine might be a challenge.

    Leave a comment:


  • replied
    Originally posted by Th120 View Post
    Is the new audio engine already default @ 4.19?
    Is it possible that I can run it by default? The last time I tried it I had to start the ed with -audiomixer and after that i had to open my project; I usually just open by clicking on the project file (I tried to put it in the projectfile link, but it did not work back then).
    It is not on by default, we want to road test it on Fortnite before we consider it properly released--that's just our due diligence. Follow the instructions at the top of the thread for adding the config file, this will make sure it's always on for your project.

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  • replied
    Is the new audio engine already default @ 4.19?
    Is it possible that I can run it by default? The last time I tried it I had to start the ed with -audiomixer and after that i had to open my project; I usually just open by clicking on the project file (I tried to put it in the projectfile link, but it did not work back then).

    Leave a comment:


  • replied
    Originally posted by ConcreteGames View Post


    I just began to work again with the synths modules (both modular and granular) and I still have a Mac editor freeze when using a blueprint actor in a scene with a synth activated and started in it. When playing in editor in viewport and stopping with Esc key, the editor freezes. BUT, when playing from a blueprint window, it's ok. Which is very strange!

    Thanks for the heads-up, ConcreteGames; I'll see if I can repro this issue. Did you make sure you're running the New Audio Engine?

    Leave a comment:


  • replied

    Originally posted by dan.reynolds View Post

    Hi Tomavatars! Thanks for the report, I'll talk to Ethan if he has an idea about this!
    I just began to work again with the synths modules (both modular and granular) and I still have a Mac editor freeze when using a blueprint actor in a scene with a synth activated and started in it. When playing in editor in viewport and stopping with Esc key, the editor freezes. BUT, when playing from a blueprint window, it's ok. Which is very strange!


    Leave a comment:

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