Announcement

Collapse
No announcement yet.

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

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

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

    Comment


      #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

      Comment


        #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

Name:	Timesynth3.PNG
Views:	163
Size:	12.7 KB
ID:	1666783

        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)

        Comment


          #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.

          Comment


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

            Comment


              #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.

              Comment


                #22
                I know it's little bit late, but I started to listen to this stream because couldn't find a way to make sound in my game. Funny that Dan was upset about middleware question. I kinda new in the world of game engines. I've tried wwise and fmod. And, for example, I couldn't find a way to control playback position of files way I needed. So if you want make a just media player it is simplier to make it in unreal itself by using new audioengine. I looked through music implementation and think for the moment it is easier to do such thing with middleware, especially when you work with lots of people and they don't want from you any "code", just stick to events in game. But look the way unreal audio engine developed I think soon sound professionals understand its usability. My problem is understanding blueprint's communication with each other, and game objects)) I hope I would figure it out.
                Last edited by evgeni doudar; 02-07-2020, 07:24 AM.

                Comment


                  #23
                  Any updates on the plugin? We miss custom metrum setup really much, right now is very limiting. Also, C++ API would use some improvements.

                  Comment


                    #24
                    dan.reynolds and VictorLerp Where did you get the music from in the sample project? I'm wondering if I'm licensed to use it like UE4 marketplace content or if it is outside the scope of that.

                    Comment


                      #25
                      Doug_Richardson I wrote the music. It has the same licensing agreement as sample content on the Epic Learning Tab, which I believe means you can use it in your Unreal Engine projects only.

                      Definitely give me a shout out if you do something cool with it!
                      Dan Reynolds
                      Technical Sound Designer || Unreal Audio Engine Dev Team

                      Comment

                      Working...
                      X