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[SUPPORT] AudioAnalyzer

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    #31
    Hi, I have the plugin set and working But IM not able to deploy to Android devices, is there any documentation on how to deploy and include the plugin in an android device?

    Comment


      #32
      You don't have to do any special to include this plugin, just enable it in the plugin list.

      If it is your first project android deploy you can look to this guidelines to install and setup the engine for android platform:

      - Install NDK ans Android SDK for your target android version
      https://docs.unrealengine.com/en-US/...oid/index.html
      https://docs.unrealengine.com/en-US/...oid/index.html

      - Project setup
      https://docs.unrealengine.com/en-US/...ted/index.html

      - Packaging for android platform
      https://docs.unrealengine.com/en-US/...ect/index.html


      The Starter Project is ready for android platform, you can take a look to the Packaging Project section and Android to see how has been configured.
      If you have any error, put the log in this post and we will try to find a solution.

      Audio Analyzer
      Web | Marketplace | Support

      Comment


        #33
        2019-07-10 v1.051

        – Added Ogg Vorbis Support
        – Added Flac Support
        – Fixed Android smoothness bug of some devices

        Audio Analyzer
        Web | Marketplace | Support

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          #34
          2019-08-17 v1.06

          – Added Get Spectrum Peaks. Now you can obtain a list with the most valued frequencies in real time.
          doc_visualizers_bp_spectrum_peaks

          init_frequency_spectrum_peaks

          – Added thridparty decoders inclusion customization. Now you can select which decoder binaries can be included in your project. More Details

          init_frequency_spectrum_peaks

          init_frequency_spectrum_peaks

          – Added installation and set-up tutorial from Empty Project [Link]
          – Added manual installation and support notes for unsupported Marketplace versions, 4.19 and Older [Link]

          Audio Analyzer
          Web | Marketplace | Support

          Comment


            #35
            Awesome plugin! I am very satisfied.

            I have one question.

            Oculus lift s in use.

            The microphone input is also good.

            However, when using the 'Get Amplitude' function

            Only half the corresponding array values are included.

            Do you have any idea why?

            Please let me know if you need more information.


            It's a really good plugin.

            Comment


              #36
              It's ok, this is because the plugin centers the wave data on the current playback position.

              For example, if you want a window of 2 seconds you are taking 1 sec in the past and 1 sec in the future to see the current playback position centered.
              When you are taking the audio data from microphone you can't obtain the audio from the future, so this part has 0 value.

              Audio Analyzer
              Web | Marketplace | Support

              Comment


                #37
                How do I get the "Full source C++ included"?

                Comment


                  #38
                  Go to the plugins folder of your installed engine and search for AudioAnalyzer. You will find a Source folder with all the C++ classes

                  {Installation_engine_path}\EpicGames\UE_4.2x\Engine\Plugins\Marketplace\AudioAnalyzer\Source

                  Audio Analyzer
                  Web | Marketplace | Support

                  Comment


                    #39
                    Thank you for the information and a quick response. Could you please tell me exactly which version of the UE4 that can run your audio analyzer projects without errors? Or is there a link where I can download audio analyzer projects suitable for UE4 version 4.22.3?

                    I have tried loading these into UE4 version 4.22.3 without success:
                    https://www.parallelcube.com/content...2019-05-14.zip
                    https://www.parallelcube.com/content...A_Loopback.zip

                    Comment


                      #40
                      All projects must be run without errors for that version, can you send me the full log with the errors to support@paralllecube.com ?

                      Audio Analyzer
                      Web | Marketplace | Support

                      Comment


                        #41
                        Thought I'd try running this in 4.23 out of the box and try to fix any issues myself. However there's an error I have no idea how to fix. Seems like an error in something in AudioAnalyzer.build.cs.

                        UnrealBuildTool : error : Unable to instantiate module 'AudioAnalyzer': System.InvalidProgramException: Common Language Runtime detected an invalid program.
                        1> at AudioAnalyzer..ctor(ReadOnlyTargetRules Target)
                        1> (referenced via default plugins -> AudioAnalyzer.uplugin)

                        Comment


                          #42
                          I sent the update for 4.23 on Friday, but I think we need to wait until Monday to obtain the Marketplace team result.

                          The cs file has been changed to be able to compile on 4.23 version.
                          Now we can't use Target.Platform to define cases on a switch statement, all this cases must be replaced by nested if statements

                          Audio Analyzer
                          Web | Marketplace | Support

                          Comment


                            #43
                            Hi BYC!

                            I am enjoying the plugin a lot, and have it working in UE4.

                            Can you please provide some suggestions on modifying the linear array of NumBands? For example, how to curve the line of objects?

                            I see how to modify the spacing and scale of effect but not rotating each successive instance so the line forms an arc or circle. Thank you!

                            Comment


                              #44
                              Do you want to make something like that?


                              Some maths for that visualizer
                              To calculate the position of the cube you need to apply the cos/sen of the angle of the cube inside the circle. For example if we want 8 bands:
                              The first one will be in the 0 degrees position, the second in 45*, the third one in 90... Now with that angle use the cos to get the X position of the transform and the sin to take the Y position.

                              AngleOffset = 360/NumBands
                              RingSize = 1000

                              Foreach loop CubeId 0 -> Numbands
                              CubeAngle = AngleOffset * CubeId
                              CubePosX = Cosd(CubeAngle) * RingSize
                              CubePosY = Sind(CubeAngle) * RingSize
                              Set Cube Transform
                              Location (CubePosX, CubePosY, 0)
                              Rotator (0, 0, CubeAngle)
                              Scale (1,1,1)

                              The full project of this and other visualizers can be found in the patreon page.

                              Audio Analyzer
                              Web | Marketplace | Support

                              Comment


                                #45
                                Hi BYC!

                                I love this plugin - thank you!
                                Running into two edge cases when analyzing a windows audio loopback stream & wondering if you have any thoughts on them:
                                • Users using an external audio interface like the Focusrite Scarlett get analysis data that's dramatically reduced in amplitude from what it is if they run the audio through their internal audio hardware.
                                • Users feeding audio through Oculus Rift onboard audio don't get any loopback data at all. (HTC Vive users using Vive audio have no problems though.)
                                I know both of these are pretty distant edge cases from the norm but was curious whether you had any thoughts on how we could address them.

                                Thanks!

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