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Oculus GearVR splash screen no longer showing in 4.16P1: GearVR loading Splash screen no longer working in 4.16P1 - UE4 AnswerHub

@dan.reynolds thanks, very informative :slight_smile: Concerning my first two questions:

  • How can I double-check if the new Audio Engine is correctly enabled? Is there some message I should look for in the logs?
  • 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? Sorry, I’m probably missing something pretty obvious here :wink:

That sounds really cool! I have no idea!

I’m assuming you mean BSP. BSP, I believe, is either opt-all-in or not currently–though there’s a lot of different strategies for implementation and we’re still exploring those. If your code/script generates BSP in the level editor, then you could probably export the scene like normal after your script has done its work. If you do it in code, then I’m not sure, maybe you can tap into the OBJ export somehow.

“A few hours” is a few hours for one programmer and a few days for another and a few minutes for yet another–but I believe in you, man! It sounds like a really cool thing you’re attempting! Go for it! :smiley:

It’s funny you should say that, because at the moment, there is a debug output in your Output Log when you start up the editor, a "LogAudioMixerDebug: " will list your audio device, sample rate, and all your output channels. This will be probably be turned off in the future.

As for your second question, yes, you can totally add the component in the details window–there should be an “+ Add Component” drop down menu available. :slight_smile:

I’m not talking about BSP, I’m really talking about a fully procedural mesh where you only have the individual vertex positions and the index buffer for how to connect them. Something like you have with the Procedural Mesh Component.

So does that Phonon Geometry Component only need the vertex and index buffer from the static mesh, or does it need something like the simple collision that’s setup for the static mesh? Is there anything like that that would make it difficult to use procedural meshes with it?

Thanks! :cool:

I believe the obj is constructed from collision when available–but @freeman_valve would have more insight into your method!

Does this update include support for audio streaming from file? I saw the new Audio Engine stuff and got very excited, but I’m not clear on whether UE4 yet supports streaming audio. The new synthesizer stuff is rad but getting streaming audio on all platforms (esp. PS4/XB1) would be massively helpful.

So the steam audio occlusion uses a OBJ mesh? That would be nice, creating a OBJ from the mesh shouldn’t be a problem, unless it needs to be setup in some specific way, like if the mesh is required to be convex.

Awsome, thx… managed to put together a quick test with my Vive controllers. Maaan, this is gonna be fun once i figure out what does what hehe :smiley:

https://www.youtube.com/watch?v=FR6wka9-HIg

Hi drunkenmaster!

Totally agree! @Minus_Kelvin may wish to expand on this, but I can say we already have streaming on Windows and PS4 and more platforms are currently in the works–including mobile platforms!

The obj should appear in your content folder currently, you could probably investigate from there! :smiley:

YES! Awesome!

Osc Frequency Mod modulates the frequency from the base value of the designated Oscillator (and there are two, Osc 0 and Osc 1).

For my 4.15 Audio Engine Sneak Peek (the February stream), I demonstrated a synth where I altered the frequency of 8 oscillators (4 Modular Synths) to get that rich movie theater logo sound.

Yes, audio streaming is working on all platforms (finally). I sorta didn’t want to trumpet it since it really should have been supported ages ago.

We’re using audio streaming currently on our internal projects and I recently spent a few weeks fixing a ton of random threading bugs (due to collisions with a new Asynchronous IO system, the audio thread, and the audio rendering thread). It’s still technically only visible in the “experimental” options in the editor, but at this point, mostly because I forgot to just make it visible for 4.16. I’ll make a JIRA so I don’t forget for 4.17.

This is wonderful news! Thank you so much, and for putting together all the great demos for the livestream and GDC talk. They did a great job showing off the new features and were fun to watch. (shameless request: I’d totally be interested in that demo project which was the UMG interface for a modular synth - if for nothing else than as a kind of interactive documentation of all the new synthesis features).

Oh that is great news!! That’s huge, really, even if we need to wait for 4.17. All in all, this new audio engine is a great update and I’m sure it’s the result of a lot of hard work so thanks again!

Im SO gonna watch that stream… im affraid i missed it. You happen to know where i can read up on what the parameters do and how they work? I assume there’s mapping to some MIDI stuff happening behind the scene? (sorry im total noob with Synth stuff, just saw it and thought it was super cool). Got so excited about it that i totally forgot what i was working on lol :smiley:

Searching the net for introductions to subtractive synthesis is probably a good start. It’s a technique that has been around for very many decades now with gazillions of examples so there should be plenty of info.

I dont have a great guide handy and the wikipedia page on the subject is rather brief but I will post a link to it anyway. Subtractive synthesis - Wikipedia

edited to add that there are also very many youtube videos introducing subtractive synthesis. It doesnt matter that much which hardware or software synths they use to demonstrate the concepts, the knowledge is still highly applicable to the new stuff in 4.16 :slight_smile:

Just one example: https://www.youtube.com/watch?v=PqFWIdTFF3U

Also worth noting there is a thread for the new audio engine that started back in march. As the thread goes on some useful info & screenshots start to emerge. eg manipulating Source Effects using blueprints.

Concerning the new “Unified Console Commands across VR platforms” feature … the old “HMD mirror mode” and other commands are now deprecated. Could you please give a brief overview over new commands and parameters? I’d like to have a 1920x1080 single-eye fullscreen mirror for use with HTC Vive.

I’m playing with the new FFT bloom. Everything looks really blurry and none of the bloom settings seem enabled. How are you supposed to use it properly?

OMG I have been waiting for this sound engine for 2 years, its the whole reason I learned UE to begin with! I am buying HTC Vive tomorrow and looking forward to delve into the next frontier of music and sound generating.