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Arthurs Audio BPs

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    Arthurs Audio BPs


    A free, downloadable project full of next-gen audio blueprints.
    Made with UE 4.23.0


    Chat/Discord

    Included Feature Samples
    • (NEW in V007)Rollplates; an evolution of the existing noteplates. Registers rolling objects as well, and uses physics for note velocity.
    • Source effects(live modulation)
    • 'NoteRunner' synth music based on physics and world-Z
    • Midi input/output
    • Spatial propagation example
    • Modular Synth Preset Randomizer
    • Spatial music-triggers
    • Mic/Input capture
    • Modular Synth
    • visualization with single sound envelope followers
    • submix FFT frequency analyzers and visualizers
    • granular synthesis based door-hinges
    • TimeSynth working as drum machine
    • SourceBus, Submix and SourceEffect routing

    Overview

    Download
    Last edited by ArthurBarthur; 10-21-2019, 08:41 AM.

    #2
    Version 2 is live! Updated overview-video: https://youtu.be/qKjixcet44c

    New stuff:
    -TimeSynth working as drum machine
    -SourceBus, Submix and SourceEffect routing

    Polished:
    -Granular door-hinge map and blueprints

    Comment


      #3
      I'd kiss you on the mouth if I could, will learn a lot from this! Cheers mate.

      Comment


        #4
        Originally posted by Traggey View Post
        I'd kiss you on the mouth if I could, will learn a lot from this! Cheers mate.
        Arthur will remember this.


        Ps
        version 3 is live! Updated top post with info+video.

        Comment


          #5
          Was trying to migrate this into a fresh new project, but can't get the visualiser, the basic one, to animate, it just stops working. What am I missing?

          Comment


            #6
            Originally posted by SlightlyLive View Post
            Was trying to migrate this into a fresh new project, but can't get the visualiser, the basic one, to animate, it just stops working. What am I missing?
            Probably enabling the new audio engine!
            Look in the project\config\windows\WindowsEngine.ini
            It contains 1 line that enables it for the project. Copy that over to the new one.

            Can also enable it on your engine, so it's always on for all your projects.
            Need to move a semicolon in \engineversion\Engine\Config\Windows\WindowsEngine.ini.
            There's a sticky thread on this forum, with details.

            Edit: depending on target platform, you might want to do this in f.ex \Android\AndroidEngine.ini
            Last edited by ArthurBarthur; 05-18-2019, 02:00 PM.

            Comment


              #7
              Thank you very much, this solved the problem!

              Comment


                #8
                Version 4 is out!!! Check top post for details, downloads..

                New:
                - ModSynth Preset Randomizer example
                - Spatial music-triggers example

                Improved:
                - Project/asset organization
                - Various refactoring and cleanup in and around much of the existing stuff.

                Comment


                  #9
                  First I'd like to say you're doing an excellent job with Fancy Audio Blueprints. Good stuff to start own music systems
                  I would have 2 small suggestions "in exchange".

                  - Adding a .gitignore file to each project's folder which would filter out these folders.
                  /Intermediate
                  /Saved

                  It's better to use Set Actor Tick Enabled in blueprint instead of "Tick Gate".

                  Please continue working on this!

                  Comment


                    #10
                    Originally posted by Doctor Ergot View Post
                    First I'd like to say you're doing an excellent job with Fancy Audio Blueprints. Good stuff to start own music systems
                    I would have 2 small suggestions "in exchange".

                    - Adding a .gitignore file to each project's folder which would filter out these folders.
                    /Intermediate
                    /Saved

                    It's better to use Set Actor Tick Enabled in blueprint instead of "Tick Gate".

                    Please continue working on this!
                    Thanks! Yeah, I think messing with examples like this is helpful for a lot of people

                    Haven't actually been using source control, just uploading the project folders(cleaned, without intermediate &saved folders).
                    Was just about to set up for regular pushing with ignore-list, since the project is getting bigger. I don't think I'll actually put the in-development version under source control, because I like the freedom of not having to check it out, check it in, let me begin..I'll add the ignores and delete old versions, so cloning/forking the project is unified and simple.

                    Oh and yeah, thanks, switched out the "tick gate" with "enable tick", and disabled default tick on the relevant actors. Won't see it until I finalize V5. Thanks again!

                    Comment


                      #11
                      Originally posted by Traggey View Post
                      I'd kiss you on the mouth if I could, will learn a lot from this! Cheers mate.
                      Same! You're cutting the edge with all the new features. This is very important work you are doing here.

                      Comment


                        #12
                        This is such a great resource.

                        I wanted to let you know that the AudioViz level doesn't seem to be working when I open the project. It looks like this during play and nothing changes or animates. Perhaps because I'm using a Mac but I'm not sure.

                        Do you think that you'll be making any tutorials? I'd have great interest in seeing a walkthrough on how to create an audio visualizer -- baked and live.

                        Also it looks like the Discord link you posted for the Chat just goes to GitHub.

                        Thanks for all your hard work.

                        Click image for larger version  Name:	Screen-Shot-20190527-at-11.34.53-AM.png Views:	1 Size:	345.4 KB ID:	1624637
                        Last edited by MC1RScorpion; 05-27-2019, 11:02 AM.

                        Comment


                          #13
                          Originally posted by MC1RScorpion View Post
                          (...)
                          Glad you like it!

                          Ah, it's Mac related - we need the new audio engine to do this, and I only enabled it for the Windows platform.
                          I patched v4, so if you redowload v4 it will have Mac(and IOS, and Android) platform support.

                          There's a guide to enable audio engine yourself in various ways here: https://forums.unrealengine.com/deve...ck-start-guide

                          Next audioBPs version(5) will have the audio engine enabled out of the box on Windows, Mac, Android and IOS.

                          I for sure might do some tutorials, streams, or similar..Don't know when or where!

                          Fixed the discord-link, thanks. Dangers of fancy formatting..
                          Last edited by ArthurBarthur; 05-27-2019, 01:56 PM.

                          Comment


                            #14
                            Version 5 is live!

                            Overview: https://youtu.be/WhmYe1YWUJA (Thanks to Mark marksounddev for video magic)

                            New stuff includes
                            - MIDI IN/OUT, so Unreal and any external software/hardware can talk to each-other.
                            - Spatial audio propagation example, which demonstrates distance-based LPF/HPF, reverb, relative movement doppler effect, etc.
                            - General tweaks, polish, reorganization and smaller additions.
                            Last edited by ArthurBarthur; 05-30-2019, 03:29 AM.

                            Comment


                              #15
                              Originally posted by ArthurBarthur View Post
                              Version 5 is live!

                              New stuff includes
                              - MIDI IN/OUT, so Unreal and any external software/hardware can talk to each-other.
                              - Spatial audio propagation example, which demonstrates distance-based LPF/HPF, reverb, relative movement doppler effect, etc.
                              - General tweaks, polish, reorganization and smaller additions.
                              Amazing stuff thanks again for this. I was wondering if now you’ve had time to really dig into the new audio features if you might have found a way to get the overall audio mix for visualiser working?

                              That or there must be some way to get a plugins audio working like the webbrowser for example?

                              Comment

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