Huge refactor this time! Finally made a plugin, Arthurs Audio-Visual Toolkit. All the nice stuff is in there now, separated from the rest of the project. Super portable when we just want the tools over on a different project, instead of including ALL the example levels and stuff in it!
The plugin should be on Unreal Marketplace soon, will update with link. For now this project works standalone no problem.
Feature Samples
Huge hub-level with gamemode, doors to all levels, lots of silly BPs and more.
“Candy” Audio Visualizer
Jump-pads that trigger samples(audio)
Submix meters(practical and simple in-world volume visualizers for submixes)
Submix recording example(to soundwave or .wav)
Audio capture examples(Three new levels, incl recording and visualizing mic without hearing ourselves)
Independent pitch and playback-speed control with granular player(thank you for HQ voice sample Megagoth1702)
SpringKeys, a physical, springy piano synthesizer instrument
Granular chord choir music instrument thing
Basic Modulation Plugin example
Spline-based variation on the frequency visualizers
Single frequency audio-visualizer boxes as standalone things
Live Submix Effect-tweaker knob
Synesthesia plugin examples
Modulation plugin example
More musical Rollplate-examples added
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
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
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”.
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!
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.
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.
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?
Thanks! Not the exact one, but yes. Something like this will be in AaBPs version 6. Been thinking of how to design a flexible and/or self-building track, because the one in the video is a throwaway. Maybe I’ll just make the balls, if a musical rolling track auto-generator turns out to be too complex for this example pack… I dunno. Any wishes, requests or ideas? I think there needs to be some track-building elements, where we can have musical control, and set up arbitrary scale-stretching and pitch shifting based on our wishes…It can soon get too elaborate for AaBPs, and would be better as standalone thing. Might be better to hook the audio up to a character instead of physics balls too.