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  • replied
    ArthursAudioBPs v007 is out!

    Video overview of V7: https://youtu.be/dtfeVrcapfQ

    NEW: Rollplates; an evolution of the existing noteplates. Registers rolling objects as well, and uses physics for note velocity.
    Oh, and also reorganized everything, again! But, at least there's many small improvements and fixes everywhere as well.

    DL: https://github.com/ArthurBarthur/ArthursAudioBPs

    Leave a comment:


  • replied
    Originally posted by ArthurBarthur View Post

    Regretfully, that audio capture plugin is for Windows only! Could be reworked for other platforms, but that is very custom work. Maybe look around to see if someone has published any Android-specific implementations lately?
    thanks for your reply, that's sad to here.
    i hardly found any good documentation for audio capture and i found no tutorials for it , i was relived when i found your project and that it is working well on pc , but found nothing related to android
    there is this speech recognition plugin
    https://forums.unrealengine.com/comm...ndroid-release
    after some hard work i finally managed to run it correctly on 4.23 but still the same problem , the game doesnt get any input from the mobile microphone and the author is not replying to either comments nor messages :'(

    Leave a comment:


  • replied
    Originally posted by HashemShepard View Post
    i tried the audio capture map on my mobile , but it seems that it doesn't read the mobile microphone , the logged value is 0.0 all the time , even after i gave it the RECORD_AUDIO Permission , but still cant get it running , any fix ?! ( Huawei GR5 2017 Android 7.0 )
    Regretfully, that audio capture plugin is for Windows only! Could be reworked for other platforms, but that is very custom work. Maybe look around to see if someone has published any Android-specific implementations lately?

    Leave a comment:


  • replied
    i tried the audio capture map on my mobile , but it seems that it doesn't read the mobile microphone , the logged value is 0.0 all the time , even after i gave it the RECORD_AUDIO Permission , but still cant get it running , any fix ?! ( Huawei GR5 2017 Android 7.0 )
    Last edited by HashemShepard; 10-21-2019, 02:12 PM.

    Leave a comment:


  • replied
    Originally posted by Stirbus View Post
    Thanks Arthur for all the great stuff that you shared, i'm trying to use them for some VFX and wondering if there is a way to export videos with sequencer.
    When i'm trying to export - lights are all the way at 100%.

    Thanks!
    I haven't tried the sequencer yet, so can't help much, but..isn't it doing some slower frame-by-frame export at high quality? The visualizers are made for real-time use, at "normal" simulation frame-rates.

    A possible path is that we can bake the analysis of samples, instead of doing it real-time. Again something I haven't tried yet, but should be able to store a dataset with freq+magnitude values, which we can query with timestamps or similar.

    Now instead of sequencer failing to get realtime audio, we'd have it query the dataset every frame, and it will get back the correct value.
    Would probably also have to decouple the current smoothing setup from frame-time, and replace it with something that works step by step in the way sequencer runs logic.

    Leave a comment:


  • replied
    Thanks Arthur for all the great stuff that you shared, i'm trying to use them for some VFX and wondering if there is a way to export videos with sequencer.
    When i'm trying to export - lights are all the way at 100%.

    Thanks!

    Leave a comment:


  • replied
    Originally posted by edstoica View Post
    Ok.
    The issue is clearly with my setup.
    I did a fresh install of all components on a new machine, and your project compiles ok with the settings I mentioned above.

    Sorry for the confusion and a big thank you for the fast answer.

    thumbs up!
    Great news!!! Very good to hear. Got things running again

    Leave a comment:


  • replied
    Ok.
    The issue is clearly with my setup.
    I did a fresh install of all components on a new machine, and your project compiles ok with the settings I mentioned above.

    Sorry for the confusion and a big thank you for the fast answer.

    thumbs up!

    Leave a comment:


  • replied
    Originally posted by ArthurBarthur View Post
    but I don't think that is what generates an error here. Last time I worked with android there were two very similar but also very different guides to follow, and I remember having to bonk my head a lot before getting it all to work. Does an empty project(unrelated to this project) package and launch OK?
    I just created a BLANK project and it could compile ok.
    The Settings I have done:
    1. UE 4.23 new project
    -> blank, mobile, no starter content
    -> activated plugins: synth&dsp, sound utilities

    2.UE project Settings:
    -> android: "configure for android"
    -> min sdk:25, max sdk:25
    -> remove oculus signature files
    -> package for oculus devices: quest

    3. Copied the "\config\android" and "config/windows" folder of your project to the blank one.

    ----------------------------

    Next, I will check step by step what causes your project not to compile on quest and hopefully will post the results here.

    btw: still happy while digging
    btw2: i had to convert some parts of you project back to 4.19. so if anyone need those files. I can make them available.

    Leave a comment:


  • replied
    Originally posted by edstoica View Post
    thank you arthur for all this work.

    this is far more then I expected!
    So many inspiring things here!
    The randomize presets function is a brilliant approach in many directions! And to do it with seeds. so cool!
    Also the triggering of the drum machine with physical balls with synchronized emitters is cute.

    Still diggin in your blueprints

    one question:
    my current project is on android. so I tried to lauch your project on my Galaxy S8. but i always get compile errors.
    I checked the android config and it is set to "AudioDeviceModuleName=AudioMixerOpenSLES"
    I left everything untouched exept to click "Configure Android Files" in "ProjectSettings->Android"

    Do I have to do something else?

    The errors:
    I'm very happy you dig it

    I think that compile error has little to do with this project, and more with android settings? It COULD be the granular synth, I'm not sure that will work in packaged builds f.ex.
    In the androidengine.ini we can now switch out audiodevicemodulename=blablalb with
    Code:
    [Audio]
    UseAudioMixer=true
    but I don't think that is what generates an error here. Last time I worked with android there were two very similar but also very different guides to follow, and I remember having to bonk my head a lot before getting it all to work. Does an empty project(unrelated to this project) package and launch OK?

    Leave a comment:


  • replied
    thank you arthur for all this work.

    this is far more then I expected!
    So many inspiring things here!
    The randomize presets function is a brilliant approach in many directions! And to do it with seeds. so cool!
    Also the triggering of the drum machine with physical balls with synchronized emitters is cute.

    Still diggin in your blueprints

    one question:
    my current project is on android. so I tried to lauch your project on my Galaxy S8. but i always get compile errors.
    I checked the android config and it is set to "AudioDeviceModuleName=AudioMixerOpenSLES"
    I left everything untouched exept to click "Configure Android Files" in "ProjectSettings->Android"

    Do I have to do something else?

    The errors:

    Code:
    ...
    LogPlayLevel:   PLATFORM_ANDROID_NDK_VERSION = 140200
    LogPlayLevel:   NDK toolchain: r14b, NDK version: 19, GccVersion: 4.9, ClangVersion: 3.8.275480
    LogPlayLevel:   Parsing headers for ArthursAudioBPs
    LogPlayLevel:     Running UnrealHeaderTool "E:\UNREAL\ArthursAudioBPs-master\ArthursAudioBPsV0061\ArthursAudioBPs.uproject" "E:\UNREAL\ArthursAudioBPs-master\ArthursAudioBPsV0061\Intermediate\Build\Android\ArthursAudioBPs\Development\ArthursAudioBPs.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -ins
    talled
    LogPlayLevel:   Reflection code generated for ArthursAudioBPs in 5,0411509 seconds
    LogPlayLevel:   Compiling Native code with NDK API ''
    LogPlayLevel:   Writing manifest to E:\UNREAL\ArthursAudioBPs-master\ArthursAudioBPsV0061\Intermediate\Build\Manifest.xml
    LogPlayLevel:   Building 4 actions with 8 processes...
    LogPlayLevel:     [1/4] SharedPCH.Core.h [armv7-es2]
    LogPlayLevel:     [2/4] ArthursAudioBPs.cpp [armv7-es2]
    LogPlayLevel:     [3/4] ArthursAudioBPs-armv7-es2.so
    LogPlayLevel: Error:     C:/NVPACK/android-ndk-r14b/toolchains/arm-linux-androideabi-4.9/prebuilt/windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld: error: cannot find -lGLESv2
    LogPlayLevel: Error:     C:/NVPACK/android-ndk-r14b/toolchains/arm-linux-androideabi-4.9/prebuilt/windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld: error: cannot find -lEGL
    LogPlayLevel: Error:     C:/NVPACK/android-ndk-r14b/toolchains/arm-linux-androideabi-4.9/prebuilt/windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld: error: cannot find -landroid
    LogPlayLevel: Error:     C:/NVPACK/android-ndk-r14b/toolchains/arm-linux-androideabi-4.9/prebuilt/windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld: error: cannot find -lOpenSLES
    LogPlayLevel: Error:     C:/NVPACK/android-ndk-r14b/toolchains/arm-linux-androideabi-4.9/prebuilt/windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/../../../../arm-linux-androideabi/bin\ld: error: cannot find -lz
    ...
    ...

    Leave a comment:


  • replied
    Originally posted by sonicspaces View Post
    This is great, thanks!! I'm not getting Audio Capture to work. Is it not supported on Mac?
    Thanks for the thanks!! And yeah, I think it's windows only for now.

    Originally posted by TRJAudio View Post
    Really nice. looking forward to the sidechain thing you teased Tack!
    Thanks. Yeah I will include a couple approaches to sidechaining, probably in October when I have time for this again!

    Leave a comment:


  • replied
    Really nice. looking forward to the sidechain thing you teased Tack!

    Leave a comment:


  • replied
    This is great, thanks!! I'm not getting Audio Capture to work. Is it not supported on Mac?

    Leave a comment:


  • replied
    Many thanks for this.

    Leave a comment:

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