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  • started a topic [RELEASED] [SUPPORT] AudioAnalyzer

    [SUPPORT] AudioAnalyzer

    Click image for larger version  Name:	banner700store.png Views:	1 Size:	124.3 KB ID:	1573696




    Audio Analyzer is a plugin for Unreal Engine 4 that allow you to visualize the waveform and frequency spectrum of an audio file in real-time. Also can detect the beats of any audio source in realtime by using frequency spectrum analysis (FFT).
    Can be used in your games or applications and make your games react to the music. It is really easy to configure.

    Current features
    • Amplidute analysis
    • Frequency spectrum
    • Basic beat tracking
    • BPM tracking
    • Works with audio file and microphone input
    • Support cooked builds
    • Android Mobile friendly
    • Full source C++ included
    • Wav, mp3 supported
    Technical Details

    See below documentation to a detailed explanation of the plugin integration and supported audio files.
    Number of Blueprints: 0
    Number of C++ Classes: 11
    Network Replicated: No

    Supported Development Platforms:
    • Windows
    • Linux
    Supported Target Build Platforms:
    • Windows 64 bits
    • Android
    Documentation:
    API | Web | Changelog | Roadmap

    Example Project:
    Web

    Current version:

    1.03

    Videos

    Marketplace
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    Last edited by BYC; 04-18-2019, 05:22 PM. Reason: Update version 1.03

  • replied
    2019-04-18 v1.03

    – SDL2 library updated to 2.0.9
    – Added mp3 format support on Win64 and Android Platforms
    – Added ID3 tags support v1 and v2
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    – Added Format Test UE4 Project [UE4 Sample Projects]
    – Changed GetFolderFiles to Impure function to avoid extra calls, now must be explicitly executed by connecting exec wires.
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    – Added new player node with more options: Loop playback and Starting time.
    You can define the number of loops and bind and event for each loop end too. Each loop starts from StartTime position.
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    – Added Audio Device selection nodes.
    Now you can select the audio device to play and capture the sound. Set default Device(s) Player/Capturer Audio node must be called before Init Player/Capturer Audio node.
    If the default audio device is not set then the system default audio device is selected.
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    More detailed info into Documentation page

    Leave a comment:


  • replied
    Something like the red lines of this video?

    Leave a comment:


  • replied
    Hi, thanks for the plugin. Anyone have guidance on how to add a smoothing function to filter input values logarithmically between changes to smooth the stream of continuous data? I'm looking to do what most VJ software does (VDMX, Resolume, Max/MSP) to smooth out the falloff of peaks. It's great to get realtime for seeing the amplitude jump up, but nice to be able to smooth out the amplitude on the way back down.

    Leave a comment:


  • replied
    Hi

    Yes, we have an update ready to be released for this week, since it is a major update we are doing some testing yet. We want to start the MP3 support development the next week.
    Here you have the changelog preview for the version 1.02

    – Fixed crash on wrong sound path
    – Added channel selection mode in visualizer initialization
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    • All in one: Accumulates all channels data into only one array
    • Select one: Returns only the channel specified in Channel option
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    • Split all: Returns each channel into one array. Use “By Channel” nodes to retrieve the results
    New amplitude analysis configuration node. Now Amplitude analysis use the same node structure as frequency spectrum and beat tracking analysis. Initialization + Getter
    – Removed GetAmplitude parameters
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    Added multi-channel Support. Now you can retrieve the results for each channel separately, select Split_all option in “Channel selection mode” during the analysis configuration and use the “By Channel” nodes to retrieve the results.
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    Changed GetBeatTrackingVariance node, now calculates Average and Variance with the same node. If you only need the average result you can continue using GetBeatTrackingAverage node
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    Added Beat-per-minute counters to Beat Tracking nodes, now you can track the bpm of an interval of beat tracking samples and the accumulated result.
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    Leave a comment:


  • replied
    I see updates of BPM Detection, MP3 Support, and M3U support. I would definitely love to hear any ETAs about this info.

    Thank you for making this plugin, I literally would by it again per update above.

    I am excited and looking forward to continuing to develop on what I've made using what you made as you continue to develop!

    Feel free to loop me in as a beta tester :P

    Thank you,
    -Brandon

    Leave a comment:


  • replied
    At least you can use the mic input with no speakers :P

    Without a Sound Device you can't interact with a sound file so I think the behavior is correct.

    In a future release I want to add a node to feed audio raw data directly to the plugin so this can be a workaround to this issue.

    Leave a comment:


  • replied
    Hey mate, great plugin. Got a bug for ya

    When there is no audio output (i.e. when a computer has no speakers connected, the little windows speaker in the taskbar has a little red x), the plugin doesn't work. I realise this may be by design, or just a scenario not yet encountered. Could you please adjust it to make it work even when there is no audio output?

    Steps to reproduce - open your sample project and run as normal, with speakers disconnected (ensuring the windows taskbar speaker icon has a little red x, indicating no connected audio outputs). The UI Input Selector blueprint will print "Player Error" to the screen.

    Many thanks, keep up the good work > : )

    Leave a comment:


  • replied
    Thank you so much for demo, it working perfectly!

    Leave a comment:


  • replied
    I just added an starter project to the marketplace page.

    We will add multichannel support in the next update. For current version you need to make two instances of AudioManager and use each analysis output separately. You can synchronize the playback of both managers with our player nodes.

    I have prepared a basic project using two .wav files. I'm using the spectrum frequency results of the beat tracking analysis, but you can mask the values using the Beat array result to only change on beat onset. The drum .wav file change the cube scale and the piano .wav file the opacity.



    Project files

    To mute the playback you can use SetPlaybackVolume and set Volume to 0
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    Leave a comment:


  • replied
    Hello, I was able to build it after a few attempts and restarts, cleaning the Saved/Intermediate folders it built well, but the thing is, it's building not from the first time of the project run, you have to close the project and open it again to build successfully.

    Can you please help with some basic tutorial? For example: Take two music files to play .wav and add one Beat to Cube SCALE and another for Cube's material OPACITY and lets them play, but the sound from those two .wav should be muted. Because the third music file is going to be the main game soundtrack. How can I do it, please? I can't figure out yet with such simple demo. Thank you.

    Leave a comment:


  • replied
    The package process only take some minutes.

    Can you attach the build logs to see where is stuck?
    and your system details?

    Leave a comment:


  • replied
    Hello, I bought a plugin, installed to 4.21, downloaded your Example, right click on the project file and selected 4.21 as Engine, it asked to rebuild the project file, it created: .vs folder, Tester_AudioAnalyzer.sln file, I clicked on the project and opened it in 4.21, click Play and tested the project, seems okay, then I exported to Windows 64 build and it stuck for 5 hours, how long do you think it's going to take to finalize the package?

    Upd: After 8 hours of waiting, I had to interrupt the build. Please help
    Last edited by smbv1; 02-07-2019, 01:03 AM.

    Leave a comment:


  • replied
    Its real-time.

    Leave a comment:


  • replied
    One last technical question and I'm done, is there a delay during microphone input analyses, or its real-time?

    Leave a comment:

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