Tried exporting multiple wav files with Cue points from multiple DAWs, but UE5 isn’t reading the cue points, any ideas?
Alright, I found that the issue is to do with importing 24 bit files into the engine, maybe because when it manually changes them to 16 bit it loses the cuepoint data? either way, import the sound files as 16 bit 44.1 kHz to make the markers show up. Hope this helps some people
Thanks for pointing this out.
This is OT to your thread, but I’m curious if using the 44.1K files in MetaSounds dropped your pitch slightly? I had to bounce at 48K or lose almost a 1/2 step.
Woah, really? I don’t think that’s happened to me, but I’ll definitely check that ASAP just in case, but I read on the unreal engine documentation that 16/44.1 (or 22.05khz) is the recommended setup for a file type, the engine will internally convert anything other than 16/44.1 PCM .wav into 16/44.1 PCM .wav. I have no idea why it’d pitch shift for you though- did you have your project settings at 16/44.1 before bouncing your audio? Or did you bounce a 16/44.1 from a 16/48 project? Maybe that has something to do with it? I know I’ve run into pitch issues putting 48khz onto 44.1 tracks or vise versa.
Now you make me wonder. In Logic I was regularly bouncing at 44.1 but changed to 48 after the pitch anomaly occurred. But possibly it was the UE project that caused that. I’ll look.
It’s the sound compression type that causes this. Set it to PCM and UE will resample (as Logic et al does sans Pro Tools) so the pitch will be maintained regardless of the original sample rate.
Platform Specific plays the file back according to their set sample rate but it seems UE resamples all audio files to 48kHz so if the file has an SR of 44.1 the file will play back at a lower pitch i.e., 48 to 44kHz playback rate.
Thanks for the info, also how wild that you replied to this, your videos have been quite useful for my project! Small world
Oh awesome, I’m glad that they’ve been helpful! Looking forward to seeing your project!