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Unreal Engine 4.16 Preview

Thanks for the clarification. Really appreciate your work on this. It’s just hard to not want to jump in when I’ve been waiting for something like this for so long.

Here’s the quickest way to get started with the Synth:

Add a Modular Synth Component to your actor
ba119b235bc2fe31eaa4576f73073dbcb628afba.jpeg

Set your Preset–there is a default preset that sounds pretty good, but what I like doing is making a public variable that I can customize with a details panel:
synth_quick_tut_02.JPG
synth_quick_tut_03.JPG

There are a LOT of awesome parameters, as well as a modular patch system at the end:
synth_quick_tut_04.JPG

There are also Blueprint setters for setting individual parameters if you want to do real-time modulation–you can also create Presets within the Modular Synth Preset Bank Asset, which you can break-out as well.

Once you’ve initialized the sound you want, you can activate the sound with the Note On function:
synth_quick_tut_05.JPG

Note value is a MIDI note value (60 is middle C), but it’s float, so you can 'tween if you like.

Velocity is a MIDI value which does volume scale by default–but if you have a non-negative value, it will automatically shut itself off after that many seconds.

Duration is -1.0 by default, if you set it to -1.0 it will sustain until you call Note Off on the SAME note (as it has a polyphonic voice manager).
synth_quick_tut_06.JPG

Here you can see, I’ve a delay to create a similar situation.

The possibilities are limitless when paired with BP logic–we’re looking forward to what all you synth cats come up with! :smiley:

Does that only affect your plugin, or is that a general fix so that anyone using UE4 with git lfs benefits from that, without having to use your plugin?

Is it possible to update to the newest version manually, like simply updating the SDK to the newer version, or do those “several months worth of fixes” depend on things in UE4 that don’t exist yet in 4.16?

Awesome timing for the Spline IK!
I was thinking of trying to hack together something based on UE splines but now I can go and have a coffee instead! :slight_smile:
Excited to try it out.

Cheers
Fred

Updating to the latest SDK would fix a few of the issues in this release (baking multiple sources being the biggest one that comes to mind), but the plugin changes require updates to the engine.

Hey @dan.reynolds, just a quick question - would it be advisable for a project that is entering full-scale production that is estimated to take almost 2 years in about 3 months to start with the new audio features? No extensive audio work has been done yet and I believe that by the time we start extensive audio work the new engine will be production ready.

I posted a new thread to talk about Volumetric Fog here:

I will post some replies there.

Great question! The nice thing is that it’s very easy to move back and forth between the two audio engines currently.

You can simply activate it on launch with “-audiomixer” in your commandline.

We expect the new Audio Engine to become default once we’ve finalized the design and all of the back-end implementations are complete.

At the very least, I think it would be a good idea for you to play around with the new features to get a handle on the direction Aaron and the team is taking this new engine. This will help inform your decisions moving forward with your own games’ audio design vision and how useful the new Audio Engine will be for your project.

The new features we’ve already shown off are very powerful, but they’re also quite flashy and don’t come for free.

As we refine the features and direction of the new Audio Engine, we may introduce new paradigms for traditional workflows that could prove incompatible with the old approaches, though it’s difficult to say for sure–there are definitely a lot of legacy features we have our eye on improving or replacing with more streamlined systems or approaches.

However, nothing is quite set in stone–the design is fluid, and this is why we’re currently keeping the new Audio Engine as experimental/early access.

I can’t comment specifically to timelines (because I’m not completely sure), though we are eager to switch over.

Until then, I recommend experimenting yourself–get a feel for what we’re starting to do, and decide what will be useful for your project. :slight_smile:

When packing a mobile project, I get this

Can’t make an APK without API ‘android-23’ minimum installed

I installed the CodeWorksforAndroid-1R5-windows.exe that was in the directory no luck

this was working in 4.15 what to do? thanks!

how do i fix this when packing a mobile project?
CodeWorksforAndroid-1R5-windows.exe

Hello,
I just played a little with the SplineIk and and am noticing some un-expected behaviour.
I made a separate post over in ‘Animation’ about it. https://forums.unrealengine.com/showthread.php?143338-The-new-4-16-Spline-Ik-and-skinning&p=700339#post700339

Cheers, Fred

The new audio system (I did enable it in the ini) seems particularly bad for a modern engine, there is no spatialisation or audio occlusion (that works). I really like the other improvements though good job!

I would like developers to make a correctly working plug-in to work with joysticks. If this engine can do fighting games, then it should be possible to connect 2 or more joysticks at the same time. And preferably with vibration. We will hope that this will be heard.

Thanks for the detailed info. As I said, any serious audio work is at least 6 months in the future for us, so I believe the best thing to do for now is wait and see how things develop before committing.

Hi Chaoss,

I’m not sure what difficulties you have run up against. The new Audio Engine has standard speaker panning (with optional Center Channel panning) as well as distance attenuation as well as our simple ray-trace based simple occlusion system. Additionally, the Oculus Audio Plugin’s HRTF as well as the Steam Audio Plugin’s HRTF/Spatialization/Occlusion system are all available.

All of these settings are set in the Sound Attenuation asset (which can then be attached to the Sound Source of your choosing, whether it be a traditional Sound Wave or Sound Cue as well as the new Synths).

If you’re having difficulty setting up attenuation in your project, definitely give us the details–we are committed to ironing out as many bugs as we can!

Thanks,

Ok it works, just doesn’t work on master.
Have mesh with existing cloth. So i cant add new, my only option is to remove cloth asset, but it seems it doesn’t work. I click it and nothing happen ;/.

is there any documentation about USD…?

Will there be Auto-LOD for skeletal meshes as well? :slight_smile:

Hello Dan, thanks for the info, very useful! I’m very happy to see the new audio engine and the steam audio SDK in this release, I’ve been waiting eagerly for them :wink:

A couple of questions:

  • How can I double-check if the new Audio Engine is correctly enabled? I set the AudioDeviceModuleName parameter in WindowsEngine.ini the editor’s config folder (not the project one). Is this sufficient or shall I also use the command line parameter?
  • How do you tag the static meshes? Is it sufficient to add a component tag with the text “Phonon Geometry Component” in the details panel?
  • When I exported the scene the first time there was a dialog asking if I want to import the .obj file generate. Is this necessary? (I didn’t…)
  • How can I double-check if occlusion are working properly? In my case either the effect is too subtle (even using 100 as Occlusion Volume Attenuation I cannot tell any difference) or not working at all…
  • When I exit from the VR preview with the plugin enabled the editor crashes (only after tagging and exporting the scene as above, before it didn’t)
  • I cannot package a win64 executable with Steam Audio enabled, when I try I get the linking error below. Any idea how to fix this?

UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol “void __cdecl EmptyLinkFunctionForStaticInitializationPhonon(void)” (?EmptyLinkFunctionForStaticInitializationPhonon@@YAXXZ) referenced in function “void __cdecl UELinkerFixups(void)” (?UELinkerFixups@@YAXXZ)

Hello Dan, thanks for the info, very useful! I’m very happy to see the new audio engine and the steam audio SDK in this release, I’ve been waiting eagerly for them :wink:

A couple of questions:

  • How can I double-check if the new Audio Engine is correctly enabled? I set the AudioDeviceModuleName parameter in WindowsEngine.ini the editor’s config folder (not the project one). Is this sufficient or shall I also use the command line parameter?
  • How do you tag the static meshes? Is it sufficient to add a component tag with the text “Phonon Geometry Component” in the details panel?
  • When I exported the scene the first time there was a dialog asking if I want to import the .obj file generate. Is this necessary? (I didn’t…)
  • How can I double-check if occlusion are working properly? In my case either the effect is too subtle (even using 100 as Occlusion Volume Attenuation I cannot tell any difference) or not working at all…
  • When I exit from the VR preview with the plugin enabled the editor crashes (only after tagging and exporting the scene as above, before it didn’t)
  • I cannot package a win64 executable with Steam Audio enabled, when I try I get the linking error below. Any idea how to fix this?

UnrealBuildTool: UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol “void __cdecl EmptyLinkFunctionForStaticInitializationPhonon(void)” (?EmptyLinkFunctionForStaticInitializationPhonon@@YAXXZ) referenced in function “void __cdecl UELinkerFixups(void)” (?UELinkerFixups@@YAXXZ)