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Any way to get audio out of Sequencer (even separate from the image sequence / video)?

Hi everyone,

I’ve seen for a while now that Epic is continuing to try and come to a solution for rendering the audio out of Sequencer with the video. I’m perfectly fine with that, but was curious if there is ANY way to get the audio written to disk, so that it can be combined in another application.

Any workflow suggestions are welcome. I love the idea of the game engine doing all the sound positioning work ‘for you’, and would just like to get that combined with the video in some way, even if it’s after the fact.

Right now the only solution I can think of is using multi-channel analog out, have a separate system of hardware just to record that input, and then line them up afterwards. Definitely a convoluted process to say the least.
Either that or there is some software-based tool out there that I am unaware of that can capture the individual channels on that same PC while playing back the audio (Sequence) in in UE4 editor?

Just looking for a workflow. :slight_smile:

Thank you!

John

We’re currently showing off a Submix recording feature at our GDC booth demo! This seems like a reasonable approach to rendering out audio sequences.

I made a video demo’ing the project:
https://www.youtube.com/watch?v=LFSxLaSNttQ

[quote=“dan.reynolds, post:2, topic:108392”]

We’re currently showing off a Submix recording feature at our GDC booth demo! This seems like a reasonable approach to rendering out audio sequences.

I made a video demo’ing the project:https://youtube.com/watch?v=LFSxLaSNttQ[/QUOTE]

What an awesome tool – looks like a lot of fun (especially for yourself, haha; fun to see you enjoying it). :slight_smile:

I’m somewhat grasping how you would use it to export Sequencer audio; I’d definitely need to use it to fully-grasp. I’ll take your word for it though. :wink:

Thank you to you and your team at being so active on these forums. I’ve posted very rarely, but read threads often for problem-solving, and it’s such a refreshing thing to have a company so actively involved in the community.

Thanks! All your audio passes through one or more Submixes, recording the audio on a particular Submix enables you to capture audio playback in Sequencer without leaving the Engine.

1.enable these 2 plugins
[27% of original size (was 1920x1080) - Click to enlarge

https://forum.reallusion.com/uploads/images/2cb3097e-a35c-4223-8a12-20bd.jpg](https://forum.reallusion.com/uploads/images/2cb3097e-a35c-4223-8a12-20bd.jpg)

now create a shortcut to ue4 and add the commandline arguement -audioMixer
(now start ue4 using this shortcut)
[27% of original size (was 1920x1080) - Click to enlarge

https://forum.reallusion.com/uploads/images/866f6d50-64ce-4558-9970-ee36.jpg](https://forum.reallusion.com/uploads/images/866f6d50-64ce-4558-9970-ee36.jpg)

the 3rd step is to add a imported WAV file (not cue) to the sequencer timeline
this can be done by dragging it over from the browser or the green button in the timeline
you should see a waveform appear,
your good to go now

**EXPORT (check audio options in export dialog)
choose “master audio submix (experimental)”

and the new wav file will appear in your render folder**

Note: this wav file will not open in windows
but opens in all editors i have

if your editor wont open it, use audacity or a daw and convert it.

[quote=“dan.reynolds, post:2, topic:108392”]

We’re currently showing off a Submix recording feature at our GDC booth demo! This seems like a reasonable approach to rendering out audio sequences.

I made a video demo’ing the project:https://youtube.com/watch?v=LFSxLaSNttQ[/QUOTE]

As others have requested, it appears you can submix and create WAV files even in the Sequencer now, but this is a stereo channel. What I think many are asking is can we create multiple ‘listener’ channels with the ‘Listener’ transform different based upon listener rotation. Currently I am doing this by creating multiple sequencer track of a camera with different rotation to create different listener rotations in stereo channels, and then repeating this process three time for left/right, front/back, up/down and then running them through AmbiX matrix I created to come up with 4-channel AmbiX I can then import into Adobe Premiere or DaVinci along with a brand new method of capture 8K stereo cubemaps from a customized 4.26 source build. Here is a sample on YouTube of the process: https://youtu.be/JtG6Gpiprkg derived from a Apple Pro Res HQ export 6K stereo over/under 12-bit export and then graded to Bt2020 PQ, HDR10 metatags and exported as a H.264 SMPTE2084 (PQ) / bt2020, which sadly YouTube does not enable HDR correctly for 360s, so here is 4K sample derived from the same 6K 360 using the same encoding method: https://youtu.be/JtG6Gpiprkg that does seem to render correctly in HDR. The AmbiX was encoded from these four audio channels derived from my AmbiX 1st order matrix.

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