More Robust Sound System (?)

This is not a question, but rather more commentary on the engine…if this is the wrong place for this please move it :slight_smile:

One of the things I’ve always found irking about the Unreal Engine is the rather lackluster sound support. Actually the sound support is great for what most games want to do, but try doing anything beyond the simple play/fade/stop sound, attenuate, change volume, etc. and I run into problems.

For example, pausing and then restarting audio from the paused time. Back in UDK I wanted to manipulate the sound playback itself, including slowing down sound in “slowmo” action sequences and pausing sound for pause menu. And I could not. Now with UE4 and more access to the core APIs I thought there’d be more functionality for this sort of thing, but apparently not (please, if I’m wrong, correct me!)

One thing I’d love to see in Blueprint is a single stateful “music” node or something like that, with inputs for changing volume, pausing, resuming, etc. You could think of it like a mini MP3 player in Blueprint. Now of course that brings into question the very nature of Blueprints itself (should there be nodes that retain information, i.e. a “current state”?). If you consider Blueprints as circuits like I always have, then theoretically there should be nodes like registers and flip-flops that do this very thing.

Also about the new sound visualization plugin…I know it’s probably WIP. But it is very slow for any realtime visualizations, because there is no way to associate a frequency spectrum with a particular soundwave and have the soundwave stream data to the visualization node. Instead, at every tick I have to pass the visualization node a new time and buffer length and parse the resulting data. Ideally, as with the stateful approach I detailed above, one could connect nodes in Blueprint and have data naturally flow between them, in addition to execution flow.

Of course, this isn’t a priority for most of the market (really only if you’re going to do something like a new Audiosurf game), but I think a bit more robust audio API would benefit everyone.

Slightly off-topic question but can we expect Wwise in Rocket? :smiley:

Maybe as a plugin? :slight_smile:

Yeah or directly integrated like Scaleform, FaceFX etc in UDK

I’m going to answer with a bit of a scatter shot responses to different points, hopefully I don’t miss anything too significant.

Pause/Resume is probably something that could be added without too much serious restructuring. I will throw it in the Audio backlog to look at.

You can slow down a sound by manipulating the pitch, any kind of pitch consistent speed manipulation would be too slow for use in a game I suspect.

There are latent nodes in blueprints, delay is a simple example, timeline is a complicated one, which contain internal state and can continuously put out details. Building a mini MP3 type blueprint node in a plugin would certainly be something we intend to to be achievable.

The sound visualization plugin was very much a free day experiment, I can’t say when or if it will get any more attention. The same kind of approach could probably be specialized more to achieve your goals, for our purposes of getting our experiment up and running quickly this was much better and more flexible.

AudioKinetic is a member of the UE4 Integrated Partner Program and there is a wWise integration for source licensees that they can integrated in to the code base. We aren’t currently talking about our plans for third party software such as wWise in Rocket, though I can fairly confidently state that wWise won’t be directly integrated in to UE4.

I see this mentioned in a few places " sound visualisation plugin" where do I find this?

Hi ,

This is an archived post from pre-release. I will close this thread as outdated. However, to find any pluging, go to Windows>Plugins. The sound visualization plugin should be under that tab in the editor. Have a great day!