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  • started a topic Arthurs Audio BPs

    Arthurs Audio BPs

    A free, downloadable project full of next-gen audio blueprints.
    Made with UE 4.22.3

    Features
    • (NEW in V6)Source effects(live modulation)
    • (NEW in V6)'NoteRunner' synth music based on physics and world-Z
    • Midi input/output
    • Spatial propagation example
    • ModSynth 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
    Chat
    Download
    Last edited by ArthurBarthur; 07-11-2019, 07:53 AM.

  • 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:


  • replied
    Originally posted by Digital Reality View Post
    Hi, this is just awesome. Thanks for sharing. I'm trying to make this work for an Oculus Go project, where I need to capture the microphone audio. I loaded the AudioCapture level on the Oculus Go, but it doesn't recognize the audio. Is there anything I can do here? Thanks in advance.
    Yeah my mistake, it should work with a tiny fix! Nice, we squashed a bug.

    To fix it:

    open
    ArthursAudioBPs\Config\Android\AndroidEngine.ini
    remove existing text and replace with text below

    [Audio]
    AudioDeviceModuleName=AudioMixerOpenSLES

    It's also on github, but not in the zips: https://github.com/ArthurBarthur/Art...roidEngine.ini


    I don't have a Go so can't test, but it should work! New audio engine works great on Android. AFAIK Go runs a stripped down version of Android, largely similar to GearVR.
    Last edited by ArthurBarthur; 07-31-2019, 06:31 AM.

    Leave a comment:


  • replied
    Hi, this is just awesome. Thanks for sharing. I'm trying to make this work for an Oculus Go project, where I need to capture the microphone audio. I loaded the AudioCapture level on the Oculus Go, but it doesn't recognize the audio. Is there anything I can do here? Thanks in advance.

    Leave a comment:


  • replied
    Originally posted by dan.reynolds View Post
    This is really cool, man!
    Agreed
    Working on moving reusable stuff into function libraries now, to clean up and make things easy to use. After that I'll focus on doing more elaborate music-eksperiments etc.
    Hope you can already start preparing yourself, because as soon as I feel good enough about parts of this, I will start pestering you for feedback on a few specific implementation approaches. SO CLEAR YOUR WHOLE SCHEDULE DAN, I'm coming for you soooon

    Leave a comment:


  • replied
    This is really cool, man!

    Leave a comment:

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