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  • replied
    Originally posted by dinosauriac View Post
    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...
    We're still shaking things!

    Click image for larger version

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    We're not sure what version that will be yet, as release dates can fluctuate. We've been making great headway now that we have a new Audio Programmer joining Aaron--2 times the power, 2 times the audio!

    Attached Files

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  • replied
    Originally posted by unit23 View Post
    It would be cool to get some video along with the introduction, showcasing the sound differences, effects etc.
    We would like to have quite a few tutorials, videos, blog posts, documentation, etc. But we will be holding off on a lot of educational productions at least until the new Audio Engine is no longer experimental.

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  • replied
    After adding a reverb effect to the master submix using AddMasterSubmixEffect, I can't hear anything. Do I need to do anything else to get this working?

    Leave a comment:


  • replied
    Turns out this was due to needing UnfocusedVolumeMultiplier=1.0 in the WindowsEngine.ini as I was trigging from another app.

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  • replied
    I get no audio when the game is packaged, anyone had this issue?

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  • replied
    Been having a lot of fun with the new audio engine so far, great work!

    Was wondering if there was any way of getting our hands on the content-example-esque demo scene shown at GDC?

    Leave a comment:


  • replied
    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...

    Leave a comment:


  • replied
    It would be cool to get some video along with the introduction, showcasing the sound differences, effects etc.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

Name:	NoteOn.png
Views:	1
Size:	177.9 KB
ID:	1130527
    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

Name:	MakePreset.png
Views:	1
Size:	77.3 KB
ID:	1130530
    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!

    Leave a comment:


  • replied
    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.

    Leave a comment:

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