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  • replied
    Hi folks!

    You will want to create an ini file for Mac similar to the Windows instructions, except you will want it in the Mac folder (MacEngine.ini) and it will have this line:

    AudioDeviceModuleName=AudioMixerAudioUnit

    I'll try to update the 4.16 post with the additional platform instructions.

    Leave a comment:


  • replied
    Originally posted by coupler View Post
    I am able to instantiate the Modular Synth component without doing any special tricks in 4.17 (other than enabling the necessary plugins). However, often when I start to Play a level that loads the synth, a lot of noise is generated (not white noise like from the synth - more like the audio buffers are getting completely hosed). When I say often, I mean about 80% of the time I get that noise.

    If I subclass the Synth Component and instantiate the default version of that (just makes a 440hz sine tone), 99% of the time there is no noise, but everyone once and a while there is.
    Did you enable the new audio engine? Those noises sound like they might be the same ones I got if I accidentally tried to use the synth with the old audio engine.

    Leave a comment:


  • replied
    Originally posted by Rodnino View Post
    Does anyone know if the new audio engine is working on MacOS yet with the release of 4.17? Or do we have to do the steps that SteveElbows has had to go through.. I know it's still in early access however the UE4 Trello Roadmap does say that MacOS is a targeted platform for 4.17. Thanks for any information!
    Like I said in an earlier post, the stuff I was going on about earlier in this thread was fixed in 417. You still need to edit a setting in an .ini file to enable the new engine because it isnt the default yet, but this is also true of other platforms.

    Leave a comment:


  • replied
    Originally posted by Rodnino View Post
    Does anyone know if the new audio engine is working on MacOS yet with the release of 4.17? Or do we have to do the steps that SteveElbows has had to go through.. I know it's still in early access however the UE4 Trello Roadmap does say that MacOS is a targeted platform for 4.17. Thanks for any information!
    I am able to instantiate the Modular Synth component without doing any special tricks in 4.17 (other than enabling the necessary plugins). However, often when I start to Play a level that loads the synth, a lot of noise is generated (not white noise like from the synth - more like the audio buffers are getting completely hosed). When I say often, I mean about 80% of the time I get that noise.

    If I subclass the Synth Component and instantiate the default version of that (just makes a 440hz sine tone), 99% of the time there is no noise, but everyone once and a while there is.

    Leave a comment:


  • replied
    Does anyone know if the new audio engine is working on MacOS yet with the release of 4.17? Or do we have to do the steps that SteveElbows has had to go through.. I know it's still in early access however the UE4 Trello Roadmap does say that MacOS is a targeted platform for 4.17. Thanks for any information!

    Leave a comment:


  • replied
    Originally posted by Ethan.Geller View Post
    That was me one of the first things I worked on after I joined. Thanks for checking this out!
    Welcome, and cool, nice work

    Leave a comment:


  • replied
    cool!

    Originally posted by SteveElbows View Post
    I am very happy to report that at least on my system, both issues I reported here have been fixed in UE4.17 Preview 1
    That was me one of the first things I worked on after I joined. Thanks for checking this out!

    Leave a comment:


  • replied
    Great news, thanks for reporting back Steve! I've switched to an employer-provided PC for my current synth plugin work, but it'll be good to be able to twiddle on Mac in my downtime.

    Leave a comment:


  • replied
    I am very happy to report that at least on my system, both issues I reported here have been fixed in UE4.17 Preview 1

    Leave a comment:


  • replied
    Originally posted by Tomavatars View Post
    Wow, this is serious work! I have the same problem with the new audio engine and my sound card but I don't have any code skills so I'll wait for an Epic answer ^^
    Do you know if your solution will be implemented soon?
    Thanks anyway!
    Well there are 2 problems and I only fixed one of them, the other one is beyond my skills to fix.

    First problem, that I fixed, is the new audio engine on macOS always choosing the first audio device in the system, not the audio device that is actually set to be the default in macOS.

    But once that is fixed, and it tries to use the correct audio device for your setup, you will almost certainly run into a problem due to the number of audio inputs & outputs that your audio interface supports. I got round this temporarily by using soundflower as my default device and using soundflowerbed to route the 2 channel soundflower virtual audio device to my actual audio device.

    There has not been any official acknowledgement of my fix for the first issue, so I have no idea about timescale for fixing this stuff in a release version of UE4.

    Leave a comment:


  • replied
    Wow, this is serious work! I have the same problem with the new audio engine and my sound card but I don't have any code skills so I'll wait for an Epic answer ^^
    Do you know if your solution will be implemented soon?
    Thanks anyway!

    Leave a comment:


  • replied
    Ah, there's me thrashing around to no avail trying to build the Xcode projects from the source that comes from the Launcher when I should've cloned from the github version. Thanks!

    Leave a comment:


  • replied
    Originally posted by echolevel View Post
    Hi Steve, sorry for the delay in responding - been away. Wow, great detective work! So have you been able to rebuild the engine with this change? Is that even possible?
    Yes, thats how I knew it worked. It's trivial to rebuild with this change once familiar with the very basics of downloading a github version of UE4 and compiling using xcode.

    Leave a comment:


  • replied
    Hi Steve, sorry for the delay in responding - been away. Wow, great detective work! So have you been able to rebuild the engine with this change? Is that even possible?

    Leave a comment:


  • replied
    OK I believe I have a proper fix. I think the method used is present in the other platform-specific mixer code already so I suspect it wont break anything for non-mac users but I havent actually checked.

    AudioMixerDevice.cpp (line 115 on 4.16 branch, line 121 on current master branch):

    Was: OpenStreamParams.OutputDeviceIndex = 0; // Default device

    Should be: AudioMixerPlatform->GetDefaultOutputDeviceIndex(OpenStreamParams.OutputDeviceIndex); // Default device

    Like I said before, this problem didnt show up in windows because it seems the default audio device is always first in the array on that platform and all the GetDefaultOutputDeviceIndex is doing on windows is returning 0 anyway, but this is not so for every platform.

    Please try to get this into 4.16.1, sorry that I havent learnt how to do github pull requests yet so am using the forum instead.
    Last edited by SteveElbows; 05-28-2017, 08:43 AM.

    Leave a comment:

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