Ask Epic Anything: Audio | September 13, 2023 at 12:00 PM ET

Question.

  1. Are there any plans to add an efficient audio mixer to make intensifying music like stems and bass slowly getting louder? (Kind of like how the Fortnite BR bosses and henchmen music work, as the player gets spotted more instruments start playing at the same rate and time and the music intensifies)

Questions:

  1. Will creators under 18 (13-17) ever be able to publish their experiences, or will creative remain solely for adults?
  2. Will we ever be able to have custom videos on the video player device?
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  1. Are there plans to change music rules and allow non-exclusive songs? I want to port my rhythm game from Unity/Steam to UEFN but this rule makes it impossible:

Section “6.1.2. Special Requirements for Musical Works” of https://www.fortnite.com/unreal-editor-for-fortnite-supplemental-terms seems very restrictive. Especially: “you may not upload music: that you have purchased a non-exclusive license for”.

Roblox for comparison:

To ensure that music in your games is not flagged and removed by this process, and to ensure compliance with our Terms, please check that all music in your games is owned by you or is properly licensed . If you do not own or have a license to the music in your game (or if you are not sure), you should replace it immediately. You can replace the music in your game with one of the newly licensed tracks mentioned above, with original music, or with music for which you are certain you possess all necessary rights.

So glad we’re finally getting an AMA about Audio, I’ve been hoping we get some more Audio features so here’s some questions I have:

  • Are there any plans to add MetaSounds anytime soon?
  • Are there any plans to bring back the deleted Sound Cue editor nodes, such as Attenuation, or even the settings inside the Output that allowed us to add Air Absorption, Occlusion, etc?
  • Are there any plans to make the Audio Mixer instigator based so we can add different volume mixes for different players? For example to make a player be able to hear footsteps more clearly?
  • Are there any plans to give us Audio Volumes that have been shown for UE5 that would allow us to easily add Reverb inside a room for example?
  • Are there any plans to give Devices that have sounds an option to use a custom sound instead, let’s say a custom Fiend spawn sound effect without needing to use an Audio Player Device?
  • Are there any plans to add more Fortnite sound effects to the Sound Cue folder, for example footstep sound effects, door sound effects, etc?
  • Not sure if this is very Audio related, but are we ever getting Proximity Voice Chat? We know the option is in the files and we’ve seen in used before in the Fracture event iirc, so it would be amazing to have it in UEFN.
  • Many devices have built in sounds, can we please have an option to remove them or maybe even just a way to know what Channel Mix they’re routed to so we can remove them manually? An example is the Signal Remote Device which had its sound changed this season for no apparent reason, and now has an even louder and more annoying SFX.

That’s all I have from now, thanks a lot for holding this AMA, excited to see the answers!

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Are there plans to have UEFN eventually to have all the same features as UE does (in terms of audio features)?

The Fortnite native device first approach seems to be highly limiting and a real obstacle in the UEFN evolution. It’d be much interesting to have UEFN capabilities which would mirror UE’s feature set first and then have a Fortnite in-game device wrapper around it.

A good example would be custom audio for custom props. Right now only Fortnite has this ability, as we cannot put FN devices into props (which also isn’t really something we want to do).

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How are we getting these silly skins in fortnite like star wars and soccer and not NFL skins? You put the NFL bundle in Rocket League but not Fortnite?

Are there plans for an option to choose whether the audio is in “Sound Effects” or “Music” in the video player and in the audio player?

Hi looking forward to the AMA.

Main thing I’d like to know is if we are getting any control back for audio compression as im not sure how I can fit for example 8 x 5 min looping music tracks into a project without getting control over the compression.

I also am still using audio cues by creating actor hosts in the world and dynamically swapping the active cue and playing them via the sequencer as this is much more effective than trying to time audio via devices. I am using the crossfade by distance node to replicate attenuation but I cannot access spatialization this way.
I still find it extremely cumbersome to try and use audio device with cinematics and animations and timing is not great compared to cues in actors with more than one person in the session. Is there any movement on replacing or enhancing this workflow or what should I be doing instead.

When will you add all the missing weapons and items in creative? Like Chrome Assault Rifle, Chrome Shotgun, all mythic weapons and items

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There are no radio stations in creative except party royale, are they gone forever? What is the future of car radio and radio stations?

Why you are not adding all the missing weapons and items in creative mode? Like Chrome Assault Rifle, Chrome Shotgun, The Foundation’s MK Seven Assault Rifle, Ocean’s Bottomless Chug Jug, Tntina’s KaBOOM Bow etc. Is it that hard?

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After creating a ton of audio systems and combining audio players, I was wondering if sometime reverb volumes/effect for audio cues will be added also the hability to change the audio to just play on L/R without modifying the source

Right now UEFN has some very limited and often confusing rules when it comes to imported audio and how this is treated during the evaluation process.
Is there any plans to give us a full, detailed breakdown on how this process works?
I feel this is something that is sorely lacking, a comprehensive guide on what sources of audio are permitted, full breakdown on sampling, free samples, etc and when/if this will actually be expanded and improved in the future.
Even when making your own audio or music and/or using widely available free samples you’re at risk of random rejection for unspecified issues which makes no sense, it does the complete opposite and makes you NOT want to use custom music or make any at all.

Creator VesselGoated asks:

Hey, so there’s been this long standing issue with longer audio in cinematic sequences. Whenever there’s there’s a framerate drop or network issue on the client’s end, the audio will restart from the beginning.

I saw a while back on the forums that this was being worked on, but I just wanna know if there’s been any progress?

When people walk away from audio when it has limited distance and then walk back into the area, the audio stops playing. Why is that? I am also having a hard time trying to find out how to make looping audio follow a player even when i use the “play on instigator” serting.

will we be able to change the audio sound of the weapons or the footsteps in UEFN?

I’ll mention this to the team! We haven’t got anything that we can talk about at the moment though.

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We are planning on bringing the power of Unreal Engine Audio to Unreal Editor for Fortnite, which includes supporting MetaSounds. At the moment, we have been focused on other high priority audio use cases such as adding spatial audio support in sequencer Audio tracks, and continuing to add features to the new Audio Player Device we introduced. The MetaSounds Editor in Unreal Engine is fairly full featured and we continue iterate on it and make performance optimizations. Initial support for MetaSounds in UEFN will likely start with allowing users to use read-only MetaSounds already authored and ready to plug into UEFN experiences.

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Where can we listen? I saw no link or info from discord through to here. Also, users have noted although music volume can be reduced in audio settings, music from emotes etc still plays.

Music rights are very complex. Even royalty free and “copyright free” music can come with limitations on how it can be used. The safest path is to use original music you have created yourself or that you fully own the rights to. If you are using music that you have created or own outright and your island is still getting rejected because of it, please surface the issue through player support so we can address it. We are actively exploring ways to enable more music in our ecosystem.

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