Originally posted by franktech
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Requests for 4.16 - 4.17
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Originally posted by JamesG View PostHow would you want this to be exposed? Do you want an array of audio samples each frame? I'd be very worried about Blueprint perf dealing with that much data. Or are you looking for a way to create SoundWave's at runtime from a mic (e.g. 'Begin Recording', 'End Recording')?
The sending client would need to either:
A) When PTT button is pressed, then "Microphone Listen" with Text input "say something here" then do XYZ
B) If Voice Activated option is enabled, then Microphone Listen should always be turned on
Performance shouldn't be that bad, as games that would implement this, would have their player's download / use teamspeak / voice attack / skype / whatever, so the overhead cost should be roughly the same.
Some of the research documents I found when I was completely failing to make a plugin for voice recognition:
https://msdn.microsoft.com/en-us/library/jj127860.aspx
https://msdn.microsoft.com/en-us/lib...(v=vs.85).aspx
https://azure.microsoft.com/en-us/se...tive-services/
Originally posted by TheJamshPersonally I can't think of any situation where Quad or Octuple precision is neccesary, unless you're trying to simulate the universe or something - and at that point you probably know enough to know you aren't meant to be using Unreal Engine for that...
edit: I actually found a short cut to this precision level, and its much more efficient than using that big of float precision's. So much more efficient, that from testing, I can run it on my LG Zone3 phone. Need peer review on it, of course, but eh.. I'm not at that point yet in that project, which is on the shelf atm.Last edited by SaviorNT; 06-22-2017, 03:54 AM.WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
World Machine to UE4 Export Macro
WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders
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Here's my present demands:
1) A variable property exposed to blueprint that means that variable retains it's value when construction script runs (for example, when moving an actor in the level).
2) More editor-time events in blueprint; things like 'PostEditProperty' could be invaluable to authoring editor-side scripts.
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I don't know how it would sound but.. Please add an option to move the install directory of Engine to any drive within the launcher. Like we have for steam games and apps.. This would be a great thing because many people face issues my copying and moving the engine folder and from drives and then verifying it from launcher or changing extra settings for which we don't know..
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Originally posted by SilentAndAsleep View PostSharpening post process. This is very important to achieve more realistic graphics.
r.ToneMapper.Sharpen = 1 (or whatever value you want)
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