I have a large library of sound clips, weapons, that are bursts but the duration is to long and I would have to edit each and every one of them to make it useful as a sound Que.
A simple node added to the Que would be helpful that sets the start and end points. This way I can make use of my sound samples and make them loop. One file for example I have 10 different shot sounds from 10 different weapons.
Would be cool to be able to make a sound atlas so to speak.
This goes somewhat similar to my request to support start, start-loop, end-loop, and end points for sounds of indeterminate duration.
Sadly, we donāt have that, either.
I donāt feel like sound gets any love in UE A software mixer could do all of this with a kajillion simultaneous sounds at a few percent of CPU load on a single core, no sweat.
I went ahead and entered a feature request for the suggested implementation with the tag UE-14389. I also see this being a helpful node especially if you know exactly when and where you would like to hear a specific sound within a Sound Wave. If you have any questions or suggestions please let us know.
Audio programmer here ā totally agree this would be awesome. The current audio system is not really set up for this sort of thing (i.e. it sort of uses a āfire-and-forgetā model of audio), not to mention that weād have to do it 7 different times as this is a platform-dependent feature. Sucks, but! Iām working on a brand-new audio engine that pushes as much cool stuff up in the platform-independent layer so doing something like this will be trivial and not developmentally expensive (i.e. iāll only need to do it once!).
Sit tight my friends⦠and weāll have some cool things coming.
By the way, w/ respect to your comment about having to edit your sound files to make them useful sound cues: This is sort of the tedium of sound design in games. Pretty much all sound designers have to deal with this. Even if you had a cool tool to do the sound atlas, youāll probably still have to go through the tedium of authoring the cue/loop points (though, I could implement a threshold-detector and give you audio āslicesā like Reasonās Dr. Rex player, which would be pretty cool).
So, in the past, on other games I worked on, I solved this tedium (or at least reduced it) by using sox, a really nifty swiss-army-knife audio command line tool, and generated my asset slices from single given source files (and did the usual normalization, etc, while I was at it).
Then you would use whatever language you want and call the command-line tool sox.exe with the proper files/paths based on whatever conditions you want.