Getting Audio Pitch Native UE5 Functionality

Is there any sort of native method to get the current pitch of sounds being played or captured. I don’t want to accidentally reinvent the wheel if it’s already done.

Get Magnitude for Frequencies sort of does what you want, though I have never used it. more info here: Analysis | Unreal Engine Documentation

Oh man. This sounds like I might be able to use it. Thanks a lot. I give it a look over.

It looks like that it was almost enough to get what I wanted done. All it does is return non-zero amplitude values whenever specified frequencies provided in the input are found.

This a less than I wanted, but a work around where I have one of these nodes for all possible notes could have possibly done the job. However, there is no way to adjust the frequencies sensitivity. It’s about 30hz around the given freq. So low notes are out of the question. Specifically, notes from A0 to G3# are out of the question, as they are less than 30hz apart. Though I probably need something closer to 60hz gap or a 45hz gap.

Actually, after typing this out load, instead of focusing on notes, I could make an array of 45hz ranges from 0 to 4186hz(A0 to C8). That’s like 93 checks at all times. Sounds like a disaster. I’ll have to let this idea soak for a bit. Probably need to test it as well on higher ranges. The margin might vary.

It was worth a try. Looks like you can do this pretty easily in 5.3 according to this: Unreal Engine 5.3 | From MetaSound back to Blueprint - YouTube

Thanks a lot for the heads up. Only just noticed your post cause I decided to do some checking to see if anything has changed. Glad to see that UE is still looking to improve their sound engine. I’ll have to see if there is any new with the precision and accuracy of frequency capturing.