As for the new Audio Engine, I noticed in Aaron's demo at GDC he was using an envelope to drive materials.
Are there new Material Nodes available for this or is this purely a Blueprint/C++ implementation? I made a frequency spectrum analyzer in 4.15 with C++, but it relies on storing compressed bulk data of the original .wav as an asset. Being able to read from sound-cues in real time would be nice!
EDIT: Totally gonna abuse the volumetric particle feature... Can these special particles also be driven with textures?
As for the new Audio Engine, I noticed in Aaron's demo at GDC he was using an envelope to drive materials.
Are there new Material Nodes available for this or is this purely a Blueprint/C++ implementation? I made a frequency spectrum analyzer in 4.15 with C++, but it relies on storing compressed bulk data of the original .wav as an asset. Being able to read from sound-cues in real time would be nice!
[MENTION=524867]dan.reynolds[/MENTION] Im also quite interested in this. Hopefully there's now an easy way to affect materials and other things using audio.
How do you take the full sound mix you hear and plug that into a light or material for effects?
Enabling Occlusion
1. Tag Occluding Static Meshes with Phonon Geometry Component
So am I understanding correctly that you need to tag meshes after they've been placed in the scene if you want them to occlude sound? Is there no way to have this be an automatic effect, or to assign the phonon geometry component tag to a mesh in the content browser instead of needing to apply it after they've been placed in the map?
So am I understanding correctly that you need to tag meshes after they've been placed in the scene if you want them to occlude sound? Is there no way to have this be an automatic effect, or to assign the phonon geometry component tag to a mesh in the content browser instead of needing to apply it after they've been placed in the map?
This does seem like something that could be improved.
I had a bunch of crashes playing around with it yesterday which is understandable at this stage but there seemed to be a lot of extra setup compared to the oculus audio plugin.
I wonder what main differences are and why we should use one vs the other?
New volumetric lighting looks amazing. This is default project, default post-processing, and I switched the lights to fully dynamic. Can't wait to see what experts do.
RE: Android/iOS/Switch support for the new audio mixer. I didn't write these backends so there are some issues I need to fix before it's fully utilizable. Apologies for those excited about android audio *finally* having full feature support in UE4. It's close, but needs some love and attention. I'm literally working on Android right now to attempt to fix some of the obvious buffer underrun issues (I suspect it's because the mix function is being called synchronous to the audio output stream buffer callback).
Thanks everybody for being patient with us as we transition to using a totally new audio engine back end.
Thanks for the info and fingers crossed you can get it working at least on the high end mobile VR devices for GearVR and Daydream support this version already (or perhaps a hotfix?)
So am I understanding correctly that you need to tag meshes after they've been placed in the scene if you want them to occlude sound? Is there no way to have this be an automatic effect, or to assign the phonon geometry component tag to a mesh in the content browser instead of needing to apply it after they've been placed in the map?
Great question! At the moment, the Phonon Plugin uses a component approach to tagging meshes, which means you would either have to add it to the mash once in the scene OR create a special BP actor of that mesh.
An optimization I found was to create a BP Actor with an invisible cube mesh and a Geometry Component, and then I was able to add this to a complex scene like a blocking volume--but for reflections.
Dan Reynolds Technical Sound Designer || Unreal Audio Engine Dev Team
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