Quartz Pattern Editor Blueprint Look by Request

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  • เผยแพร่เมื่อ 1 ธ.ค. 2020
  • A look at the roughly thrown together script for the UMG based pattern editor. Sorry, nothing is organized.

ความคิดเห็น • 11

  • @anthonyyost2945
    @anthonyyost2945 3 ปีที่แล้ว +1

    Dan you are the man! THANK YOU for this series on Quartz it has been super helpful. Quick question that I haven't found the answer to anywhere, is there some sort of on board oscillator in Unreal like a basic vst that can have a widget created to adjust the values?

    • @DanReynoldsAudio
      @DanReynoldsAudio  3 ปีที่แล้ว +1

      There are a number of synth components, including a Wavetable Synth and a semi modular subtractive synth. They are Scene Components, so they'll need to be attached to an Actor.

    • @anthonyyost2945
      @anthonyyost2945 3 ปีที่แล้ว

      @@DanReynoldsAudio Thanks for the quick reply, is it more "costly" to do the built in synths that you mention vs just playing wav files and manipulating them?

    • @DanReynoldsAudio
      @DanReynoldsAudio  3 ปีที่แล้ว +2

      @@anthonyyost2945 Depends on the synth. But decoding audio is expensive. However, a small sample once decoded is retained in memory, so it's relatively cheap to replay small samples compared to a real time synth generating small notes.
      Decoding and synthesis are very similar processes, so they are of similar cost.

    • @anthonyyost2945
      @anthonyyost2945 3 ปีที่แล้ว

      @@DanReynoldsAudio Thank you so much for this answer! I mentioned your Quartz timing stuff to the DMX lighting guys I was hoping there was a way to tie the two together so you could have say 140 bpm lighting that shifts to one side of the room on beat 1 and the other side on beat 2 and could lerp the distance and it be affected by bpm changes without have to record a separate session for different bpms

  • @emmaenton1314
    @emmaenton1314 ปีที่แล้ว

    this is reaally cool!
    i tried to recreate it, everything seems to work inculding playing, pausing and resetting the playhead!
    only the sheduling for the audio samples seems off. the beat stutters a lot and sounds like some notes (i think) don't get played at all. I just can't figure out what I did wrong. ):

    • @DanReynoldsAudio
      @DanReynoldsAudio  ปีที่แล้ว +1

      I enqueue 4 notes at a time (4 16th notes), so my enqueue update rate is very comfortable on each beat and I don't need to worry about drifts in the game thread timing; additionally each enqueued sound gets its own Audio Component--you need a one-to-one ratio of sound to audio component. I recommend using a pool that you rotate through and just grab the first non-playing AC available or spawn a new one if none are available, etc.

  • @jackolearymcneice969
    @jackolearymcneice969 3 ปีที่แล้ว +1

    Dan thanks so much for posting this, super useful guide on a really interesting feature of the engine. I'm sorry if this is a very noob question but i've followed the video closely and in my PatternStep widget i'm unable to add additional execution nodes to Switch on EPatternTrackState to set the border colour based on Normal/Playhead, and similarly in the PatternTrack widget these options are not accessible in the "Set State" node. I feel like i must be missing something! Do you have any idea where i might be going wrong?

    • @DanReynoldsAudio
      @DanReynoldsAudio  3 ปีที่แล้ว

      You need to create a Blueprint Enum for the states and switches. You can see it in my Content Browser at the start of the video, it's pink.

  • @Seedonator
    @Seedonator 3 ปีที่แล้ว

    I know this is probably really easy to do with quartz but there's not a lot of documentation it so could you make a tutorial on how to seamlessly stitch any audio samples. Like for example I have a gun intro fire sound and then the looped part that plays after.

    • @DanReynoldsAudio
      @DanReynoldsAudio  3 ปีที่แล้ว

      In its current state, Quartz is good for starting the onset of sounds in a timely manner, not predicting the ending of sounds. So I recommend having a little tail on your transitions to help mask any sample offset that might occur due to real time resampling and decoding.