JD4 I think you can put in each channel from your mixer into the sound cues mixer. Then that mixer will combine each into a mono channel or into stereo depending what you are after. I not sure exactly what your after but a mixer mixes sounds into a mono channel or stereo channels. The left or white rca plug is always the mono channel. When dealing with a mixer setup. It should mix all 32 edited sounds into 1 mono channel or into 2 stereo channels depending on what you are making in the mixer. So you should not need to input 32 mono channels, that mixer should mix all 32 and put into 1 channel. If that phase of each mixing INPUT CHANNEL is not the same(as in + or -) you can cancel each others audio amplitude of the 2 channels you are trying to mix. So be careful when mixing sound. That your phase is the same where its + or -. Each channels time delay should all be set the same on the mixer so that you do not get distorted signals from those channel.
Example what i am mean by time delay distortion is, lets say we are both at the back of a car and we will both push it forward at the same time but if the time delay is not the same it would be like you pushing then me pushing because we are off and we want us to both push at the same time so make sure your time delay matches, so we both push at the same time so you do not get time distortion. Hope this all helps when mixing.
i have a question, anyone else been strugling with the submix analyzer ref link breaking in the beautifier?
the target link doesnt want to take the object refference!
i added blueprints from a free plugin (GitHub - gtreshchev/RuntimeAudioImporter: Runtime Audio Importer plugin for Unreal Engine. Importing audio of various formats at runtime.) to your audio recording blueprint to enable retrieving the saved audio file and playing back during runtime. when i studied your blueprints, i could save the audio recorded from mic, or listen to it, but i could not figure out how to do both (until i implemented RuntieAudioImporter). i would like to make my modified version of your record from mic blueprint available to other newbies. whatâs the best way to do this? (if the blueprints to record from mic, save, and playback is not already available)
does anybody know how add/call an âon finished savingâ event to the node: âfinish recording outputâ? currently i am adding a short delay after recording output, otherwise playback node tries to load the file before it has completed saving.
thanks for putting together your portable and comprehensive audio recording blueprints.
First of all thank you so much for a great thread!
Iâm stuck with an issue on Oculus, I have a simple project with simple envelope follower attached to media sound component. Iâm need exactly media sound beacuse I would like to give user a possibility to switch the music during gameplay.
As soon as I started to make builds for Oculus I realized that simple envelope follower doesnât work with media sound component. It works on windows but as soon as I run it under Oculus device it doesnât work. Is there any chance to analyze media sound component under Oculus/Android hardware? Maybe you know the solution?
Will not work to do it inside the blueprint itself, then pointing it to the analyzer asset.
It looks for an analyzer that is in the same level as itself! So gotta set the ref in the details of the instance of it in the level!
Hey, that is a cool use of the BPs
Right now in AaBPs the BP is set up to either save to file on disk, or to save it to a sound wave asset instantly available in the project/game. It should be possible to duplicate the code and have them do both, one each! So we get the file on disk and also a soundwave asset.
Last i checked, the media sound component was not working well with the rest of the audio engine and things. It was a limited way to get videos or webcams going!
I would not use it, and rather make a BP with audio component(s) and set up the play/pause/skip logic in there
Thanks for your answer, , Iâm using simple media component now. It reduced my app functionality, unfortunately, looking forward to see media sound component fully working on Android. Thanks again!
If itâs just sounds/songs already in the project, and not videos or songs off the device, I would stop using the media components! Use audio component instead. If itâs songs off the device maybe try runtime audio importer or similar.
hi Author, you are correct! i had not thought to use TWO âfinish recording outputâ nodes back-to-back. i tested, works just as you suggested. thank you
anyone run into this log message? âLogAudioMixer: Display: Audio Buffer Underrun (starvation) detected.â
i had error that caused Android mic to stop capturing audio after 2nd load of app. first time run 's BP in android, grant permission for the mic, all is well. second time and after that, the mic does not pickup any sound. error similar to what is described in the links below (a UE bug report and stackoverlfow question). i added a âstopâ node after âfinish recording outputâ node, and that may have fixed it (can record second and third time running apk), but my apk has started crashing soon as i stop recording. the crash after stop recording is intermittent, still trying to replicate it on demand. whenever it crashes, last line in log is: âLogAudioMixer: Display: Audio Buffer Underrun (starvation) detected.â
Can increase the audio buffer by doubling or quadrupling the number in project settings->android->audio->callback buffer size.
That said I think this is a symptom, not the problem! The whole thing is lagging/freezing for long enough to empty the buffer, but that shouldnât crash anything, just cause some temporary audio artifactsâŚ
thanks ! i quadrupled the callback buffer size. as i do more testing, iâll try to figure out what sequence of actions leads recording from mic to crash the apk.
I was wanting to play with this in UE5 for a JAM, starting tomorrow, so I donât think I will go that path if it has a lot of problems. Hopefully will revisit this project.
Thank you, this has always been so fascinating to me!
One question if I may:
after looking for longer than I care to admit, I have yet to find instruction to âsimplyâ pause and resume a Wav or Cue file in a blueprint?
I have tried everything I ever found but none of it is complete enough to learn anything from,.
There seems to be a dearth of such âsimple sampleâ blueprints from Epic to this day. Is there an example anything that simple in the Arthurs Audio BPâs? THANK YOU!
Thank you for sharing with us.
I am very new to all this, but I am looking to do visualisation by analysing the sound playing on the device. Please let know if it is possible to deploy this as Android/iOS app which will analyse the music played from a different media player app say Spotify. Please someone throw some light. Thanks.