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What are the values ​​that can be applied to the inputs of the synth preset, gain, LFo frequency ...

What are the values ​​that can be applied to the inputs of the synth preset, gain, LFo frequency …
The minimum and maximum values…

Easiest way to learn about the values is probably to look at a synth preset in the details pane:

Make a blueprint that has a ModularSynth component
Get the ModularSynth component in the blueprint, drag an output wire and create a ‘Set Synth Preset’ node.
Drag a wire out of the Synth Preset input of the Set Synth Preset node and promote it to a variable.
Make that variable public.
Compile blueprint.
Look in the details pane for the actor that has that blueprint, click the arrow to the left of whatever you named the synth preset variable and you should see all the options. Sliders on many of the settings will tell you what the range is.

Also note that this, along with other stuff including methods to create a bunch of presets in your project and see them in the content browser, is covered much better than I can by the getting started guide thread for the new audio engine ( https://forums.unrealengine.com/showthread.php?143974-4-16-New-Audio-Engine-Early-Access-Quick-Start-Guide )

Thanks but this is not my question I already perform a synthesizer.
https://youtube.com/watch?v=KlsCe11V4CM

Yes but as part of the broader guide it covers synth presets and the interface for these shows you the range of values each option takes beause they are controlled by sliders with min-max values. Surely that is the answer to your specific question?

This is the image I am thinking of from that guide, and the parameters you mention are also shown if you scroll down this detail pane.

&stc=1

You can also look in the code which defines the UPROPERTIES. I actually specified in many cases a UIMin/UIMax and ClampMin/ClampMax for most params. The UIMin specifies the range for the UI, but the Clamp specifies the true min/max. You have different ranges because of the 2 different input methods – one is a UI slider, but you can also enter values in by hand/typing. The UIMin/Max values are chosen for reasonable slider-style input but the clamps are the full range.


USTRUCT(BlueprintType)
struct SYNTHESIS_API FModularSynthPreset : public FTableRowBase
{
	GENERATED_USTRUCT_BODY()

	// Whether or not to allow multiple synth voices.
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	uint32 bEnablePolyphony : 1;

	// What type of oscillator to use for oscillator 1
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	ESynth1OscType Osc1Type;

	// The linear gain of oscillator 1 [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float Osc1Gain;

	// The octave of oscillator 1. -8.0, 8.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "-8.0", ClampMax = "8.0", UIMin = "-8.0", UIMax = "8.0"))
	float Osc1Octave;

	// The semi-tones of oscillator 1. -12.0, 12.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "-12.0", ClampMax = "12.0", UIMin = "-12.0", UIMax = "12.0"))
	float Osc1Semitones;

	// The cents (hundreds of a semitone) of oscillator 1. -100.0, 100.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "-100.0", ClampMax = "100.0", UIMin = "-100.0", UIMax = "100.0"))
	float Osc1Cents;

	// The pulsewidth of oscillator 1 (when using a square wave type oscillator). [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float Osc1PulseWidth;

	// What type of oscillator to use for oscillator 2
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
		ESynth1OscType Osc2Type;

	// The linear gain of oscillator 2 [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float Osc2Gain;

	// The octave of oscillator 2. -8.0, 8.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "-8.0", ClampMax = "8.0", UIMin = "-8.0", UIMax = "8.0"))
	float Osc2Octave;

	// The semi-tones of oscillator 2. -12.0, 12.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "-12.0", ClampMax = "12.0", UIMin = "-12.0", UIMax = "12.0"))
	float Osc2Semitones;

	// The cents (hundreds of a semitone) of oscillator 2. -100.0, 100.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "-100.0", ClampMax = "100.0", UIMin = "-100.0", UIMax = "100.0"))
	float Osc2Cents;

	// The pulsewidth of oscillator 2 (when using a square wave type oscillator). [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float Osc2PulseWidth;

	// The amount of portamento to use, which is the amount of pitch sliding from current note to next [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float Portamento;

	// Enables forcing the oscillators to have no stereo spread.
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	uint32 bEnableUnison : 1;

	// Whether or not oscillator sync is enabled. Oscillator sync forces oscillator 2's phase to align with oscillator 1's phase.
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	uint32 bEnableOscillatorSync : 1;

	// The amount of stereo spread to use between oscillator 1 and oscillator 2 [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float Spread;

	// The stereo pan to use. 0.0 is center. -1.0 is left, 1.0 is right.
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "-1.0", ClampMax = "1.0", UIMin = "-1.0", UIMax = "1.0"))
	float Pan;

	// The frequency to use for LFO 1 (in hz) [0.0, 50.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "50.0", UIMin = "0.0", UIMax = "50.0"))
	float LFO1Frequency;

	// The linear gain to use for LFO 1 [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float LFO1Gain;

	// The type of LFO to use for LFO 1
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	ESynthLFOType LFO1Type;

	// The mode to use for LFO 1
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	ESynthLFOMode LFO1Mode;

	// The built-in patch type to use for LFO 1 (you can route this to any patchable parameter using the Patches parameter)
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	ESynthLFOPatchType LFO1PatchType;

	// The frequency to use for LFO 2 (in hz) [0.0, 50.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "50.0", UIMin = "0.0", UIMax = "50.0"))
	float LFO2Frequency;

	// The linear gain to use for LFO 2 [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float LFO2Gain;

	// The type of LFO to use for LFO 2
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	ESynthLFOType LFO2Type;

	// The mode to use for LFO 2
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	ESynthLFOMode LFO2Mode;

	// The built-in patch type to use for LFO 2 (you can route this to any patchable parameter using the Patches parameter)
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	ESynthLFOPatchType LFO2PatchType;

	// The overall gain to use for the synthesizer in dB -90.0, 20.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "-90.0", ClampMax = "20.0", UIMin = "-90.0", UIMax = "20.0"))
	float GainDb;

	// The amplitude envelope attack time (in ms) [0.0, 10000]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", UIMin = "0.0", UIMax = "10000.0"))
	float AttackTime;

	// The amplitude envelope decay time (in ms)[0.0, 10000]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", UIMin = "0.0", UIMax = "10000.0"))
	float DecayTime;

	// The amplitude envelope sustain amount (linear gain) [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float SustainGain;

	// The amplitude envelope release time (in ms) [0.0, 10000]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", UIMin = "0.0", UIMax = "10000.0"))
	float ReleaseTime;

	// The built-in patch type for the envelope modulator
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	ESynthModEnvPatch ModEnvPatchType;

	// The built-in patch type for the envelope modulator bias output. Bias is when the envelope output is offset by the sustain gain.
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	ESynthModEnvBiasPatch ModEnvBiasPatchType;

	// Whether or not to invert the modulation envelope
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	uint32 bInvertModulationEnvelope : 1;

	// Whether or not to invert the modulation envelope bias output
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	uint32 bInvertModulationEnvelopeBias : 1;

	// The "depth" (i.e. how much) modulation envelope to use. This scales the modulation envelope output. [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float ModulationEnvelopeDepth;

	// The modulation envelope attack time (in ms) [0.0, 10000]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "10000.0", UIMin = "0.0", UIMax = "10000.0"))
	float ModulationEnvelopeAttackTime;

	// The modulation envelope decay time (in ms) [0.0, 10000]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "10000.0", UIMin = "0.0", UIMax = "10000.0"))
	float ModulationEnvelopeDecayTime;

	// The modulation envelope sustain gain (linear gain) [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float ModulationEnvelopeSustainGain;

	// The modulation envelope release time (in ms) [0.0, 10000]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "10000.0", UIMin = "0.0", UIMax = "10000.0"))
	float ModulationEnvelopeReleaseTime;

	// Whether or not to use legato mode.
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	uint32 bLegato : 1;

	// Whether or not to use retrigger mode.
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	uint32 bRetrigger : 1;

	// The output filter cutoff frequency (hz) [0.0, 20000.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "20000.0", UIMin = "0.0", UIMax = "20000.0"))
	float FilterFrequency;

	// The output filter resonance (Q) [0.5, 10]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.5", ClampMax = "10.0", UIMin = "0.5", UIMax = "10.0"))
	float FilterQ;

	// The output filter type (lowpass, highpass, bandpass, bandstop)
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	ESynthFilterType FilterType;

	// The output filter circuit/algorithm type (one-pole ladder, ladder, state-variable)
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	ESynthFilterAlgorithm FilterAlgorithm;

	// Whether or not stereo delay is enabled on the synth
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	uint32 bStereoDelayEnabled : 1;

	// The stereo delay mode of the synth
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	ESynthStereoDelayMode StereoDelayMode;

	// The stereo delay time (in ms) [0.0, 2000.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "2000.0", UIMin = "0.0", UIMax = "2000.0"))
	float StereoDelayTime;

	// The amount of feedback in the stereo delay line [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float StereoDelayFeedback;

	// The output wet level to use for the stereo delay time [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float StereoDelayWetlevel;

	// The ratio between left and right stereo delay lines (wider value is more separation) [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float StereoDelayRatio;

	// Whether or not the chorus effect is enabled
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	uint32 bChorusEnabled : 1;

	// The depth of the chorus effect [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float ChorusDepth;

	// The amount of feedback in the chorus effect [0.0, 1.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
	float ChorusFeedback;

	// The chorus LFO frequency [0.0, 20.0]
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset", meta = (ClampMin = "0.0", ClampMax = "20.0", UIMin = "0.0", UIMax = "20.0"))
	float ChorusFrequency;

	// The modular synth patch chords to use for the synth. Allows routing the LFO1/LFO2 and Modulation Envelope to any patchable destination. 
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Synth|Preset")
	TArray<FEpicSynth1Patch> Patches;

Thank you very much that’s exactly what I’m looking for. Extremely interesting this synthetizer :smiley:

I offer you a first video on the construction of an audio interface with UMG.
https://youtube.com/watch?v=F7mu_wdDWio
www.passion3d.com