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Unreal Engine Livestream - TimeSynth in Blueprints - April 25 - Live from HQ

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    #16
    Hey dan.reynolds Any luck replicating the issues I described?

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      #17
      SVR33, we haven't had a chance to look at the counting bug yet. As a work around in the meantime, you could ignore bar Events and focus entirely on Beat quantization and do beat counting locally in your script.
      Dan Reynolds
      Technical Sound Designer || Unreal Audio Engine Dev Team

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        #18
        Hey dan.reynolds, I tried your suggestion, but it seems the Beat Event doesn't count correctly with anything other than 4 beats per bar.

        Click image for larger version

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        Trying 5/4 still creates a 4 count, skipping the final beat (counts 1,2,3,4)
        Trying 6/4 still creates a 4 count and skips beats 3 and 6 (counts 1,2,4,5)
        Trying 9/4 still creates a 4 count and skips beats 2, 4, 6, 8 & 9 (counts 1,3,5,7)

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          #19
          So, I have a crazy issue that I almost can't believe I can't find anywhere, but...it's here.

          It's as simple as this: in a packaged game (not editor), Unreal will crash if you attempt to open level while a TimeSynth component is playing (or even after you stop it).

          I took this project and the only thing I did was wire the "Play Hit" button to load another map, put the two maps in the packaged build, and built it. You can change maps if you don't hit the play button, but if you hit the play button and then try, it crashes immediately, with the crash log:

          [2019.12.14-21.59.56:106][355]LogOutputDevice: Error: Ensure condition failed: 0 [File: C:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/GarbageCollection.cpp] [Line: 1547]
          [2019.12.14-21.59.56:106][355]LogOutputDevice: Error: Spent to much time waiting for FinishDestroy for 2 object(s) (last object: SoundWave None.None), check log for details

          Admittedly I'm running this in 4.23.1, not 4.22, but I can't downgrade my actual project where this is relevant, so.

          Is there any possible workaround to this? Kind of need to change maps.
          Last edited by IridiumStudios; 12-14-2019, 06:14 PM.

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            #20
            dan.reynolds Still looking for an answer on this. Any luck?

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              #21
              Originally posted by IridiumStudios View Post
              So, I have a crazy issue that I almost can't believe I can't find anywhere, but...it's here.

              It's as simple as this: in a packaged game (not editor), Unreal will crash if you attempt to open level while a TimeSynth component is playing (or even after you stop it).

              I took this project and the only thing I did was wire the "Play Hit" button to load another map, put the two maps in the packaged build, and built it. You can change maps if you don't hit the play button, but if you hit the play button and then try, it crashes immediately, with the crash log:

              [2019.12.14-21.59.56:106][355]LogOutputDevice: Error: Ensure condition failed: 0 [File: C:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/GarbageCollection.cpp] [Line: 1547]
              [2019.12.14-21.59.56:106][355]LogOutputDevice: Error: Spent to much time waiting for FinishDestroy for 2 object(s) (last object: SoundWave None.None), check log for details

              Admittedly I'm running this in 4.23.1, not 4.22, but I can't downgrade my actual project where this is relevant, so.

              Is there any possible workaround to this? Kind of need to change maps.
              We're getting this crash too, using time synth/changing maps/restarting the experience. Our project (an installation) is currently deployed and time synth has been giving us grief all through the Christmas break and even now.

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