True Stereo Convolution and Submix Chain Overrides

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Dan Reynolds Audio

Dan Reynolds Audio

Күн бұрын

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@pavelalieinikov2414
@pavelalieinikov2414 4 жыл бұрын
I've added same submix chain overrides in extention for my custom audio volume, we're working on 4.25. Now it's done out of the box. SUPER COOL :)
@DanReynoldsAudio
@DanReynoldsAudio 4 жыл бұрын
Yeah, when I made my Submix Effects Manager livestream, my lead was like, there has to be a faster way! XD
@roskelld
@roskelld 3 жыл бұрын
This is great content Dan. Just learning about the submix stuff and this was exactly the start I needed.
@DanReynoldsAudio
@DanReynoldsAudio 3 жыл бұрын
Thanks! Submixes are really powerful, but it's good to remember that they are persistent, so this feature should help people recycle them throughout their projects. I sometimes will set up a SendFX Submix that based on different situations, might change out the effects on them--this keeps my Submix graph as lean as possible.
@roskelld
@roskelld 3 жыл бұрын
@@DanReynoldsAudio We're looking to get this setup with the VOIPTalker so we can have player voices in-world and processed to match the environment. Following what you posted here and adding it to a multiplayer build with VOIPTalker I got it functioning, but barely. I'm having a lot of issues getting VOIPTalker to function the way it should. The mic pickup barely works (you have to put the mic in your mouth) and the audio quality that comes through is really bad. What does come through gets processed and the convolution reverb affects the voice and it changes as the players move to different volumes. Do you have any info or know someone who has the VOIPTalker properly setup and working. The documentation on the feature is almost non-existent.
@DanReynoldsAudio
@DanReynoldsAudio 3 жыл бұрын
@@roskelld I don't know much about it, I've not had to implement it myself. I believe there are CVARs for tweaking voice thresholds and I believe there's a way to increase the samplerate of the compression.
@roskelld
@roskelld 3 жыл бұрын
@@DanReynoldsAudio Thanks Dan. Looking into the cvars now. I shall tweak and play around and see what happens.
@drewaforbes
@drewaforbes 3 жыл бұрын
I've learned more from this in just watching a normal process than reading up for hours on documentation or searching the internet for answers lol; thank you! :)
@hugodecarvalho4556
@hugodecarvalho4556 Жыл бұрын
That's really helpful, thank you so much !
@The-Vay-AADS
@The-Vay-AADS 4 жыл бұрын
the "true stereo" example sounded absolutely amazing, especpecially just after you swapped it in there. since a lot of IRs are not delivered in true stereo, i'm starting to research on how to probably fake it. so far it seems rather complicated, gotta do some reverb/ER stuff before sending it to the opposite channel. hmm. do you have any input on that? @audio volume submix changes - hah! so cool, this seems to be your crazily useful submix effect manager project, but now in engine! :D (and without the possible bugs and headaches for the non-technical sound designers hehe) friggin cool!! it seems to me that only the output of the submix effects is changed and some energy was heard when switching from room to quarry - are the other effects are still being calculated and have a CPU cost, even if not heard?
@DanReynoldsAudio
@DanReynoldsAudio 4 жыл бұрын
Traditionally, True Stereo IRs would need to be recorded in two sets using both Left and Right side impulses. So on an outboard reverb unit, you would sample the stereo output of just an impulse in the Left channel then you would sample the stereo output of just an impulse in the Right channel. In a space, you would have a stereo mic array and you would record an impulse on the left side of the stage and then record a separate on on the right side of the stage. Channel 1 = Left to Left Channel 2 = Right to Right Channel 3 = Left to Right Channel 4 = Right to Left
@michaeldmoch4348
@michaeldmoch4348 3 жыл бұрын
@@DanReynoldsAudio " In a space, you would have a stereo mic array and you would record an impulse on the left side of the stage and then record a separate on on the right side of the stage." not sure what you mean. sounds like you suggest moving the mic array to the the left / right end of a stage? i would have expected that one should first place the sound source (mono speaker playing a dirac impulse or sine sweep) to the right, and then to the left of the mic array, while the mic array itself is positioned in the middle of the stage?
@michaeldmoch4348
@michaeldmoch4348 3 жыл бұрын
great video, thank you! helpful for me right now, trying to make this work. somehow, my reverb ends up being much stronger in the left headphone channel. i suspect it has to do with the channel order...? do you know what the channel order for the 4-channel true stereo file is? i assumed L, R, L-crosstalk, R-crosstalk?
@nikharrison
@nikharrison 4 жыл бұрын
Awesome, thanks!!
@watsedhaene
@watsedhaene 2 жыл бұрын
Just to be clear, the4 channel version of the impulse response is just the same IR but with 2 added channels that are empty?
@DanReynoldsAudio
@DanReynoldsAudio 2 жыл бұрын
No, they are crosstalk channels. True stereo is: L Input to Left Output and Right crosstalk Output Right Input to Right Output and Left crosstalk Output I believe the format is: L R Lct Rct In other words, the additional channels are the Left side when the sound is from the Right and the Right side when the sound is from the Left.
@watsedhaene
@watsedhaene 2 жыл бұрын
Do you need a special microphone to record such an impulse? Or can i just duplicate the L and R to the Lct and Rct and lower the volume for example to create a similar effect.
@DanReynoldsAudio
@DanReynoldsAudio 2 жыл бұрын
@@watsedhaene When sampling a live space, you will want a stereo mic setup (the wider, the more pronounced the effect), and you will sample a distinctly left portion of the space first before sampling the right portion of the space. For example, if it was a stage, then you would sample one wing and then the other instead of playing your impulse from the center. For stereo gear, it's similar. You get a stereo capture of the output feeding only the left channel the impulse, then the stereo output feeding only the right channel the impulse. Both these methods give you 4 total channels (Left from Left, Right from Left, Right from Right, and Left from Right) and you'll just arrange them as a simple quad wav file in this order: 1) Left Impulse to Left Output 2) Right Impulse to Right Output 3) Right Impulse to Left Output 4) Left Impulse to Right Output
@sydgriffiths1237
@sydgriffiths1237 4 жыл бұрын
Seems we don't get the Submix section within the audio colume in 4.25.. :/ Is there a workaround? Btw really nice video, before watching this i was totaly lost, i'm glad i can finally use my handmades IR within unreal, Thanks for this !
@DanReynoldsAudio
@DanReynoldsAudio 4 жыл бұрын
In 4.25, you will probably want to manage a small pool of Submixes. I had a 4.25 based livestream about building a Submix Effects Manager that inspired these features: kzbin.info/www/bejne/q2LFinyGbtRjecU
@watsedhaene
@watsedhaene 2 жыл бұрын
I'm using Unreal Engine 5 and the convolution reverb doesn't work at all for me, not even when I apply it manually. Everything works fine with algorithmic reverbs but every time I try to implement a convolution reverb, I hear no reverb at all.
@DanReynoldsAudio
@DanReynoldsAudio 2 жыл бұрын
Not sure which version you're on, but you can try disabling "Enable Hardware Acceleration" on your Submix Effect Convolution Effect's Advanced Properties. I believe there was a bug in 5.0 or Early Access around that feature.
@watsedhaene
@watsedhaene 2 жыл бұрын
@@DanReynoldsAudio Thanks a lot for replying to my question so swiftly! This doesn't seem to solve the problem though :/ I need this feature for my graduation work, so i really appreciate your help. Can I contact you in any other way maybe?
@DanReynoldsAudio
@DanReynoldsAudio 2 жыл бұрын
@@watsedhaene Try the Unreal Slackers Discord.
@DanReynoldsAudio
@DanReynoldsAudio 2 жыл бұрын
Or the Unreal Tips and Tricks Facebook Group
@koile1628
@koile1628 3 жыл бұрын
I know it's been a while since the video was released, but i stumbled across the following Problem: I can only hear the Reverb on my Sound Wave when I pull it into the Level and play it back there. The Reverb doesn't appear to work on play back in the content browser. I am working in Unreal Engine 5.0 but also tried it on 4.25. Edit: Another thing I encountered is that when i use the pan, the pan acts like a pan and a send level/volume level for my reverb. When I pan left my signal has a Reverb, when i pan right the sound becomes gradually dryer. I tried different methods importing the quadrophone Impuls response i created, because I thought maybe something with the channels got mixed up. But no result that fixed the Problem. What did I do wrong?
@koile1628
@koile1628 2 жыл бұрын
Still experiencing the same issue after the official Unreal Engine 5 release :(
@lucienaoun
@lucienaoun Жыл бұрын
@@koile1628 Have u found a fix for the reverb not playing on soundwave? Still struggling
@motionmx
@motionmx 4 жыл бұрын
2 more subscribers to be epic !
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