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  • started a topic New Audio Engine: Early Access Quick-Start Guide

    New Audio Engine: Early Access Quick-Start Guide

    4.17 New Audio Engine: Early Access Quick-Start Guide

    This is a quick-start guide demonstrating tips and starting procedures for getting started with the new Audio Engine Features!

    Important: The New Audio Engine is currently in an experimental/early access state. As such, it has not yet been thoroughly tested. With that in mind, we encourage you to explore the new features with an open mind as we both develop and refine our integrations and implementations. We’re eager to hear what you can create with these new features and welcome constructive feedback or information on any bugs you might encounter.

    Getting Started/Initial Configurations

    Setting Up Windows via the WindowsEngine.ini file:

    1. In your engine folder, you will want to edit the WindowsEngine.ini file located here:
      \Engine\Config\Windows\WindowsEngine.ini
      Or your project folder, here:
      \Config\Windows\WindowsEngine.ini
      (If you don’t have one, you can create one)

    2. Enter the following:
      Code:
      [Audio]
      AudioDeviceModuleName=AudioMixerXAudio2


    Setting Up Mac via the MacEngine.ini file:

    1. In your engine folder, you will want to edit the MacEngine.ini file located here:
      \Engine\Config\Mac\MacEngine.ini
      Or your project folder, here:
      \Config\Mac\MacEngine.ini
      (If you don’t have one, you can create one)
    2. Enter the following:
      Code:
      [Audio]
      AudioDeviceModuleName=AudioMixerAudioUnit


    Setting Up iOS via the IOSEngine.ini file:

    1. In your engine folder, you will want to edit the IOSEngine.ini file located here:
      \Engine\Config\IOS\IOSEngine.ini
      Or your project folder, here:
      \Config\IOS\IOSEngine.ini
      (If you don’t have one, you can create one)
    2. Enter the following:
      Code:
      [Audio]
      AudioDeviceModuleName=AudioMixerAudioUnit


    Setting Up Android via the AndroidEngine.ini file:

    1. In your engine folder, you will want to edit the AndroidEngine.ini file located here:
      \Engine\Config\Android\AndroidEngine.ini
      Or your project folder, here:
      \Config\Android\AndroidEngine.ini
      (If you don’t have one, you can create one)
    2. Enter the following:
      Code:
      [Audio]
      AudioDeviceModuleName=AudioMixerAndroid


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

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


    Setting up your Editor for audio work:


    1. Allowing Background Audio – This will ensure that you can still hear your project when your Editor loses focus:
      1. Open the Editor Preferences Window via Edit > Editor Preferences
      2. Under Level Editor > Miscellaneous > Sound, set the following:
        1. Allow Background Audio to ON
        2. Optional: Enable Editor Sounds to OFF (I do this so I don’t hear the play stop PIE woosh sounds)




    1. Avoiding low frame rate while editor is out of focus – this will ensure that your audio logic is still processing when the editor loses focus:
      1. Open the Editor Preferences Window via Edit > Editor Preferences
      2. Under General > Performance, set the following:
        1. Use Less CPU when in Background to OFF





    Activating new feature plugins:

    Many of our cool new features are put into plugins as part of a more modular directive we’re taking. One of the cool features of the new Audio Engine is its extensibility and we’re really excited by what this means for 3rd Party Plugin Developers as well as more diverse or project level implementations for audio systems for users and internally. With that in mind, we’ve placed some of the cool new features (like our Synthesizers) into plugins to be activated as needed on a project-by-project basis.

    1. Activate the Sound Utilities Plugin:
      1. Open the Plugins Window via Edit > Plugins
      2. Under Audio locate the Sound Utilities plugin, set the following:
        1. Enabled to ON

      3. If this is the only plugin you’re enabling, Restart when prompted


    2. Activate the Synthesis Plugin:
      1. Open the Plugins Window via Edit > Plugins
      2. Under Audio locate the Synthesis plugin, set the following:
        1. Enabled to ON

      3. If this is the only plugin you’re enabling, Restart when prompted

    Attached Files
    Last edited by dan.reynolds; 08-14-2017, 03:18 PM.

  • replied
    Originally posted by ArthurBarthur 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 such a cool idea

    Leave a comment:


  • replied
    Sorry if this has already been answered (did a search). I want to sidechain/envelope follower type of ducking. Not a "push mix/pop mix" thing. but dynamically ducking things. How would i go about that? The compressor has no sidechain input.
    But i'm guessing i really dont need that.
    All I want to be able to do is to control a submix audio volume, base on the envelope follower output.
    How would I go about doing that?

    Also another case: Modulating EQ frequencies, based on distance.

    I have read about "Dynamically Setting Source Effect Values in Blueprints", in the beginning of this thread, but I'm pretty confused.
    A short youtube video about these things would be super helpful. But I perfectly understand if that isnt being made.

    Thanks

    Leave a comment:


  • replied
    Is anyone else having issues with hot reloading while using the new audio engine? My editor keeps crashing with this error:
    Exception thrown at 0x00007FFDD47D9349 (UE4Editor-AudioEditor.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF

    I have to close the editor, recompile, and then relaunch the editor every time I change any c++ code

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    Originally posted by Lachlan Powell View Post
    Hi, is there any word on fixes for the new audio mixer freezing the editor? Or known solutions/causes? currently working in 4.19 on a 2017 MacBook Pro. I currently have the problem of freezing when i'm travelling between levels that utilise the modular synth components.
    Hi Lachlan, I believe this bug was fixed in 4.20.

    Leave a comment:


  • replied
    Illia Statkevych, I would not recommend using Submixes to do volume adjustment because there are several optimizations already done for logical volume adjustments on sources. So using a more traditional approach will probably be a more useful/cheaper method.

    With that said, if you are working in a C++ project, and you say Add New C++ Class and add a new Submix Effect, then the template codegen for the starter Submix Effect actually generates a simple Volume Gain scale effect.

    Leave a comment:


  • replied
    Originally posted by ArthurBarthur View Post

    An EQ submix preset with just the single default band and settings below should do it!

    freq = doesn't matter
    bandwith = max(10)
    gain = min(-90)
    Thank you Arthur!

    My mistake was that I was using Sends but I wasn't setting submix so EQ preset with the settings was making it quieter but I could still hear myself as it was sending the capture to the master I assume. Setting up both Sound Submix and Sound Submix Sends on Audio Capture seems to do the job.

    Leave a comment:


  • replied
    Originally posted by GAME3D View Post
    Hi again,
    I still made a 2. synth project, just to be sure i made noting wrong.
    I get some weird issues, if i change the presets.
    (...)
    Is there some thing i made wrong, or need to know, if i change presets while run time?
    What does your code or BPs look like? How and where are you feeding the synth with current/new presets? I usually do it on tick, since that's needed for dynamic gliding parameter changes.

    Leave a comment:

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