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New Audio Engine: Quick-Start Guide

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  • replied
    Source Effect Presets Empty?

    I followed the steps to use the new audio engine, and i can see all the new submixes and effect chain tools in my sound section. but when i try to create a new Source Effect Preset, the drop down window that pops up show up empty?! am i doing something wrong? i had it working previously on another project and now it just doesn't show up. could it be a sign that i am really not using the audio engine? i am using the command line -audiomixer in a short cut of duplicate of my engine launcher and the guide seems to suggest, but it doesn't seem to work. Any help would be greatly appreciated.

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  • replied
    Originally posted by mindridellc View Post
    Full gain on both oscillators seemed to be the source of all my confusion, thanks!

    Another quick question - can the Modular Synth Component be Spatialized? Is checking "Allow Spatialization" in its setting like any other sound-producing class all I need to do? Do I need to use one of these new Submix classes or something? Many of the settings, like Spread and Osc Sync and the Delay settings, seem to imply a fixed stereo pipeline. I've got Synthesizer functionality embedded inside an object that can also play Sound Cues at Location, so the synth notes would need to sound like they're coming from the same spot in multiplayer. Thanks!
    The Modular Synth Component has an Audio Component and derives from SoundBase which means you absolutely have spatialization options! The output is Stereo, so it will work like spatialized stereo works in UE4.

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  • replied
    Originally posted by dan.reynolds View Post
    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.
    Full gain on both oscillators seemed to be the source of all my confusion, thanks!

    Another quick question - can the Modular Synth Component be Spatialized? Is checking "Allow Spatialization" in its setting like any other sound-producing class all I need to do? Do I need to use one of these new Submix classes or something? Many of the settings, like Spread and Osc Sync and the Delay settings, seem to imply a fixed stereo pipeline. I've got Synthesizer functionality embedded inside an object that can also play Sound Cues at Location, so the synth notes would need to sound like they're coming from the same spot in multiplayer. Thanks!

    Leave a comment:


  • replied
    Originally posted by melonFury View Post
    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?
    There is already a Master Reverb on by default, you can activate it by the traditional method. I would have to check with Aaron, but I believe that AddMasterSubmixEffect adds inline effects, which means that you'll need to manage dry/wet levels on your Submix Effect Preset and I believe reverb is no dry signal by default because the expectation is that you'll be using a Send for your reverb (as is traditional for audio production).

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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!

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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?

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  • 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?

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  • 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.

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  • 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!

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