We are a small team of people that are relatively new to creating games, and we happen to be starting a new project these days. With UE4 coming out we’re really psyched about moving away from Unity, as the toolset in UE4 looks absolutely kickass, and the visual scripting style would suit our team a lot better allowing everyone within the team to take on more responsibilities than before – but we have a problem…
We rely heavily on music and being able to analyze audio for our projects’ concept to work(think Audiosurf, Beat Hazard and the like.) We already have a rudimentary system up and running in Unity that was incredibly simple to accomplish with Audio.GetSpectrumData(), but we can’t find anything similar in UE4.
Does anybody have an idea how we could go about this in UE4 - preferrably through Blueprint if possible as we’re all new to C++. We’re only doing basic beat detection, working with means and modes of frequency ranges and such. Any help would be appreciated as we’re really psyched about moving over to UE4(or UE$ if I don’t let go of the shift button :o)
Also, is there a way to natively load audio files from disk in mp3/ogg/etc… and/or from the web?
Thank you for your help.