Hey thank you so much for this video, it is very professional and well edited, one thing that drove me crazy is that as of version 4.23 and onward, you require to have attenuation settings in order for the reverb to take effect, if you could mentioned in the video I'm sure people will appreciated. Here's how I found out: answers.unrealengine.com/questions/941720/view.html
Thank you, I appreciate it :) Attenuation isn't required - using the console command you can make UE4 recognise reverb again (see 11:42 in the tutorial). I've not yet tested this in a build but I believe the error only occurs in the editor.
@@valkyriesound3888 I tried in 2 computers, one was 4.23 and the other 4.24 I added the command but it wasn't until I added attenuation that actually worked for me.
My apologies! I've tested this on my next tutorial map and yes, you're right. I guess I had attenuation in place from the start with the Reverb tutorial. Unfortunately I can't add new sections to uploaded videos on UA-cam. Instead, I've added a pop-up in the video at 11:47 when I talk about the command console. I've also pinned this comment so other people can see it. Thank you! :)
Hey, I'm working on 4.24 and I couldn't make reverb work. I have added attenuation to the sounds. I have tried using. "Play 2D Sound" and "Spawn 2D Sound" both with location and without and it didn't work. Can you guys help me?
It's VERY important to note that the reverb settings in the legacy UE4 audio engine struct were based off the implementation of reverb made available via Microsoft's XAudio2 platform API. In the old engine, that means that reverb on Mac was whatever reverb was available in Apple's platform API and likewise, Sony had their own reverb effect which was part of Sony's NGS2 platform API. That means in the old UE4 audio engine, each of these platforms sounded differently despite the same settings because the interpretation of those settings was different each time. HOWEVER, once the Audio Mixer was turned on by default in Unreal 4.24, all reverb on all platforms used Epic's own plate-style reverb effect. The settings were mapped according to their best match, but it sounds different than XAudio2's reverb offering. The purpose of the Audio Mixer (the new Unreal Audio Engine), is to provide platform parity for mixing and effects like reverb. So now all your settings work will translate identically on all platforms.
Ahhh! I didn't know that the reverbs behaved differently on different platforms - good to know! Parity seems like an obvious thing to aim for but I guess there were limitations in earlier versions of UE? I wonder how obvious the differences turned out to be in games that were released on different platforms in those earlier UEs... if it also applied to mixing, I can imagine even subtle differences might've slightly changed the playing experience.
@@valkyriesound3888 Yeah, the new audio engine is rendered in our own code completely, so now reverb sounds the same across all platforms. I would check out 4.26, which has a nice reorganization of the reverb parameters.
That is exactly what we need right there. I could maybe fumble my way around in those settings and get very mediocre results. Knowing exactly what these things do helps an awful lot. Like I was saying though once we get some basics covered maybe we can do a few demos utilizing these things to show what can actually be done with all of it together at once.
Thanks! Yeah there are some demonstrator reverbs in the downloadable project. I can definitely do some shorter videos covering specific reverb types ;)
Thanks! This is the code you need to enter in the command console in UE4.23 and upwards to get the reverb to apply. I've added this to the video description as well.
Thank you very much for these tutorials .... they are the best. Could it be that in the future you make a hit in the body and for example bullets passing close to the head etc ??
Hi, sorry to hear that. I've loaded up the demo and added a WAV file and it plays both in the Content Browser and when I drop it into the level. Assuming you've checked all the obvious stuff (file format, volume level, etc.) can you get the sound to play in the Browser at all?
@@valkyriesound3888 ı use 4.22.3. but I really need the values in the samples. even if you give me a screen view of those values, my work will be solved. PLS BRO I NEED THIS
Hey thank you so much for this video, it is very professional and well edited, one thing that drove me crazy is that as of version 4.23 and onward, you require to have attenuation settings in order for the reverb to take effect, if you could mentioned in the video I'm sure people will appreciated.
Here's how I found out: answers.unrealengine.com/questions/941720/view.html
Thank you, I appreciate it :) Attenuation isn't required - using the console command you can make UE4 recognise reverb again (see 11:42 in the tutorial). I've not yet tested this in a build but I believe the error only occurs in the editor.
@@valkyriesound3888 I tried in 2 computers, one was 4.23 and the other 4.24 I added the command but it wasn't until I added attenuation that actually worked for me.
My apologies! I've tested this on my next tutorial map and yes, you're right. I guess I had attenuation in place from the start with the Reverb tutorial. Unfortunately I can't add new sections to uploaded videos on UA-cam. Instead, I've added a pop-up in the video at 11:47 when I talk about the command console. I've also pinned this comment so other people can see it. Thank you! :)
@@valkyriesound3888 Yeah that's perfect man :) thank you for taking the time, and looking forward to your next tutorial.
Hey, I'm working on 4.24 and I couldn't make reverb work. I have added attenuation to the sounds.
I have tried using. "Play 2D Sound" and "Spawn 2D Sound" both with location and without and it didn't work. Can you guys help me?
This is a great breakdown, thank you!
Very welcome, thanks! :)
It's VERY important to note that the reverb settings in the legacy UE4 audio engine struct were based off the implementation of reverb made available via Microsoft's XAudio2 platform API. In the old engine, that means that reverb on Mac was whatever reverb was available in Apple's platform API and likewise, Sony had their own reverb effect which was part of Sony's NGS2 platform API. That means in the old UE4 audio engine, each of these platforms sounded differently despite the same settings because the interpretation of those settings was different each time.
HOWEVER, once the Audio Mixer was turned on by default in Unreal 4.24, all reverb on all platforms used Epic's own plate-style reverb effect. The settings were mapped according to their best match, but it sounds different than XAudio2's reverb offering.
The purpose of the Audio Mixer (the new Unreal Audio Engine), is to provide platform parity for mixing and effects like reverb. So now all your settings work will translate identically on all platforms.
Ahhh! I didn't know that the reverbs behaved differently on different platforms - good to know! Parity seems like an obvious thing to aim for but I guess there were limitations in earlier versions of UE? I wonder how obvious the differences turned out to be in games that were released on different platforms in those earlier UEs... if it also applied to mixing, I can imagine even subtle differences might've slightly changed the playing experience.
@@valkyriesound3888 Yeah, the new audio engine is rendered in our own code completely, so now reverb sounds the same across all platforms. I would check out 4.26, which has a nice reorganization of the reverb parameters.
@@DanReynoldsAudio Cool stuff :)
Your tutorials are great ! Thank you, it's helping me a lot :)
Cool - thanks for watching! :)
That is exactly what we need right there. I could maybe fumble my way around in those settings and get very mediocre results. Knowing exactly what these things do helps an awful lot. Like I was saying though once we get some basics covered maybe we can do a few demos utilizing these things to show what can actually be done with all of it together at once.
Thanks! Yeah there are some demonstrator reverbs in the downloadable project. I can definitely do some shorter videos covering specific reverb types ;)
au.isUsingAudioMixer 1
Thanks! This is the code you need to enter in the command console in UE4.23 and upwards to get the reverb to apply. I've added this to the video description as well.
@@valkyriesound3888 nothing happen when I enter that command : ( help plz
You should be able to change reverb settings while the game is running vs re-PIE.
Sorry, what do you mean? Via console or as you move around a level?
Thank you very much for these tutorials .... they are the best.
Could it be that in the future you make a hit in the body and for example bullets passing close to the head etc ??
Thanks - that means a lot!
Yeah, they sound like cool ideas - I'll add them to my list :)
I'll be publishing this tomorrow :)
Sneak Preview: www.reddit.com/r/unrealengine/comments/jiqfjf/tomorrows_tutorial_location_specific_impacts/
thanks Bro ..... I'll be waiting for you .. :)
Uploaded :)
The download link isn't working. =( Could you re-upload the project again, please?
Hi Martin, unfortunately I reached the download limit on the host site for this one :(
hello, when I add sound into the demo map I can't hear it and I can't find out why
Hi, sorry to hear that. I've loaded up the demo and added a WAV file and it plays both in the Content Browser and when I drop it into the level.
Assuming you've checked all the obvious stuff (file format, volume level, etc.) can you get the sound to play in the Browser at all?
What version of the project? which version is available for download?
It's currently in 4.23. What version are you using?
@@valkyriesound3888 Oh, man, please don't go anywhere.
No worries, I'm online 😅
@@valkyriesound3888 ı use 4.22.3. but I really need the values in the samples. even if you give me a screen view of those values, my work will be solved. PLS BRO I NEED THIS
@@seyfullahkose1541 No problem :) Any specific reverb or all of them?