That sounds great! (a sample accurate timing - via BP), looking forward to that! I’m sure there are applications that could benefit from an ‘RTC’-like timing…
And yep, as you point out, my main worry about timing came from the fact that the BP editor window pauses the thread often, which is just an issue when programming, as soon as I simulate without the BP editor window open, it’s sticking at 120FPS… even when I use the mouse for testing, then it lowers to 60 of course, as it’s syncs to the screen refresh rate.
But now I know this, plus, the use of timers works fine for now, even having 2 machines ‘in sync’ for now without a real ‘sync’ function, it stays in sync just by having 2 BP’s in the world with the same timers setup, it is amazing! … Lovin’ UE4
I was also a little concerned with the audio ‘headroom’ of the UE mix, specially with the TR’ sounds, they are very fat, I did notice a bit of ‘flattening’ of the Bassdrum when the closed hats are on for example, but for now I’m just using 2d-sound triggers, which are UI based, so perhaps it’s better to make a real mix and use 3d sound? What do you guys think about audio mixing ‘properly done’?
Another question, which is perhaps more VR-related, how would you go about controlling the potentiometers? I’m thinking of using the motion controller’s relative rotation, with some sort of line trace to ‘lock in’ onto the potmeter while the trigger is pressed, so that you don’t have to be too precise… Just curious to hear your thoughts on knobs/potmeters. I guess LeapMotion would be perfect for this, now we just need haptic feedback…
Anyway, progress is being made! I sorted out the sequencer parts and this is already very promising.
I’m sure a programmer would make this in a much more elegant fashion, but for now I have a beautiful looking BP