U Audio

[[04-01-01-Music]] [[01-01-01-Ableton]] [[03-01-01-Synthesizers]]

https://docs.unrealengine.com/4.27/en-US/WorkingWithAudio/AudioEngineOverview/

Sound Source

Thing in the audio engine which actually generates audio in the audio renderer. Source Sound (which may be a SoundWave, a SoundCue, a Synth, etc.

Wave

Metasounds

  • Mixer, ESP node graph. metasound is rendering of sound source (like advanced cue), so every source should have own metasound Every metasound In background async task.
  • only whole meta sound can be attenuated .
  • atenuation is game concept > cannot support meta sounds,

https://docs.unrealengine.com/5.0/en-US/PythonAPI/class/MetaSoundSource.html


Mixing Sound

Old

Use sound classes hierarhy for sound mixing- logical mixing need clasification of types. - Treee can get supercomples

Sound Class

can use to group multiple sounds together, can add submix

Submixes

Parameter Modulation (NEW)

4.26- matrix insterd of tree, u can create buses.

This expands the power for sound designers to control audio in games, and allows the UE4 audio engine to modulate and control any audio parameter using a number of methods.

https://youtu.be/BV5l_7-w7cg

Control Bus - like single fader (FOR EVERY CONTROLABLE LAYER)

  • add parameter data - (i.e. volume)
  • override adress (i.e hook to midi)
  • add generator - automaticly modulate (i.e. modulate) Control Bus MIX snap - of scallars taht affect *(Default ? put here control buses (those above )
  • can add controll bus
    Modulation Generator - modulate stuff lik eLFO Modulation Parameter -
  • different types ie volume Parameter Patch - complex patch

Submix

  • occur after distance attenuation and spatialization. Sounds within a Sound Class can be sent to a Submix, which allows multiple sound types to be processed with submix effects at once.

mix of individual sources. place where mixing hapen into a single buffer. (u can put audio fx on submixes )

Submix Effect presets

place where mixing sound and u can add sound fx .

.

Submix Effect Chain - to chain effects


Source Effects

  • pre-distance attenuation and pre-spatialization.

Audio effect which applies (a filter, a delay, an envelope, distortion, … ) to a single source ( SoundWave, a SoundCue, a Synth,)

.

Source Effect Chain - Add Source Effect Preset to chain. wich u can add to: SoundWaves, Cues, or components

Set Bypass Source Effect Chain Entry -

An Envelope Follower & listener - is Old or new @synersdthesia?


Analyzing Output

Toolset for audio analyses. (??? source tree for the Envelope follower so that I can pull them into a new project and use them as an integration starting point.)

Live synthesis

  • Start Analyzing Output - live for submix » Get Magnitude for Frequencies Audio analysis live. (from Niagara [there is BP somewhere…]) ???

Cooked FFT Data

  • Get Cooked FFT Data -Baked Spectral Analysis 4.22 new - must enable in file FFT https://www.artstation.com/blogs/chriszuko/20gO/using-ue4s-422-new-baked-spectral-analysis

Synesthesia

  • Constant QA / Loudness / OnSet - use NRT files > get playback percent > get at time (qnrt) < for one file

NRT

Links the analysis algorithm settings to the sound wave being analyzed.

  • Audio Synesthesia NRT—An analyzer that supports non-real-time (NRT) analysis of a USoundWave.
  • Audio Synesthesia NRT Settings—The settings for the Audio Synesthesia NRT that you can use to change settings from the default values. Maintains the results of analysis as a uasset.
    Provides Blueprint function access to the results.

ConstantQ

higher quality (hi and low like spectrum fft) double frequencies is exponential growth so to visualize spectrum we must convert this log to human mapping.

Get Normalized Channel Constant Q At Time

Perceptual loudness

(bit dif than envelope) take in amount

Get Loudness At a Time

On sets

loudness and changing in loud

Get Channel Onset between Times


Quant Events

Quartz

Quartz clock - synchronization mechanism (line up to beat or bar)

Retriger sound every time loop begins. to be sure subsystem that handle and allow acces and recive dleegats from clocks (can multiple)

  • timesync is old version

Quartz Docs

  • [Create new clock] name settings: quantization settings > time signature
  • 4/4
  • puls ovveride / for odd metters 7/8 6/8 ….
[Get handle for clock]
[Set Beat Per Minute]
  • set BPM

quntisation boundry

[Set Tick Per Second]

Htz

[Play Quantized]

  • delegate on audio component it can be any specialized sound that play on audio component. np source buzz, sound que, sound wave.

quantizet playback on specialized sounds on the world

Time signature

for musical timing [Make QuartzTimeSignature] > [Quartz Clock settings]

framerate and callback freq update rat must be smaller (callboacks in buffering syst )

BP

  • fade out
  • play sound
  • play sound at location
  • re-triggers

Concurrency Management

  • limit same sound sources

Sound fields

Encoding audio into in 3d space. Can use for source orientation lock ambience within word Ambisonic is trying to represent sound with sound pressure around audoiopsphere. can be decoded with any speaker config. not depend of speakers

import ambix file (but still .wav) but still can have 4 or more channels. There are special tools to author them.

order:

  • 1 order relatively cheap but only for overall localisation
  • higher order specific location

HOW TO

  1. checkbox in wave that is ambisonic.
  2. Enable spatialisation
  3. in blueprint can set rotation of actor to infl. rot sound. https://youtu.be/wux2TZHwmck?t=5915

Convolution reverb

A convolution filter. (work on Impulse response. which u can record)
Can simulate reverb or use recorded.

HOW TO:

  1. record impulse wave
  2. RMB on wave file: create impulse response (settings: can set here premixing volume)
  3. create new Submix Effect presets of type: submix convolution reverb presets (settings: reference impulse)
  4. create custom attenuation > (settings: attenuation submix send » add list » add submix as destination of send



Niagara audio data interface


Modular Synth (component)

Modular Subtractive Synthesizer

Audio buses

Note On - Note 0-127 , velocity, duration

Synth bank

You can store synths patches and samples in banks:

Set Synth Presset - (synth ref>get from array> break> synthpresste)

Synth Clips - ??


Granular Synth (component)

Wave player playing (usually) small pieces of the file (called grains) Each grain can have its own settings, so in this way, it’s possible to play back dozens or even hundreds of audio grains from a single file all with different parameters.


  • send fx - are those who work only on part of eg: send in a fn of distance (reverbm delay)
  • bin : quantize a spectrum to buckets cause cannot have continuous data
  • stem : segment of music you can split audio to different layers of music
  • Virtualization - play when silent. (reserve voice so expensiveDefault condition - when out of source sound will stop !!!!

LOD for audio files

https://chriszuko.com/category/project-mix-blog/


UE Audio channels
https://www.youtube.com/c/RussianPunchProductions/videos
https://www.youtube.com/channel/UC_fUOKtkDh4sXao49dn0bNQ/videos
https://drive.google.com/drive/folders/1qSKPeI24RbAg89Koz0v-XikVPo8FG7Wp - Artur BP