Open SKagun opened 2 years ago
Also, when I switch to default from the custom reverb bus preset for Project Acoustics in the project settings, it deletes the settings I have put in.
Ya, this is something we should fix. We should save the last settings that were put in. I'll file a bug on this. Regarding setting those through blueprints, it's possible they won't be visible because they're not set to BlueprintReadWrite. Another thing we should fix.
As far as debugging your custom reverb, I would suggest going through the default reverb assets that come with the plugin and comparing them to your own. There's a lot of components in that reverb bus chain, and I remember I had to tweak a couple settings. Maybe your levels are too low? To get plugin content to show, you need to enable "Show Plugin Content" in the Content Browser settings.
Thankyou! I'll look into that. Is there a work around or solution that will allow for switching between the default and custom IRs then? As this is integral to my current project.
Thanks for your help,
Sam
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From: Kyle Storck @.> Sent: Monday, September 12, 2022 7:23:56 PM To: microsoft/ProjectAcoustics @.> Cc: SKagun @.>; Author @.> Subject: Re: [microsoft/ProjectAcoustics] New custom IRs not working (Issue #116)
Also, when I switch to default from the custom reverb bus preset for Project Acoustics in the project settings, it deletes the settings I have put in.
Ya, this is something we should fix. We should save the last settings that were put in. I'll file a bug on this. Regarding setting those through blueprints, it's possible they won't be visible because they're not set to BlueprintReadWrite. Another thing we should fix. [image]https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Fuser-images.githubusercontent.com%2F1233941%2F189727852-c8735cf3-c667-4769-90a4-eb6e33a6920a.png&data=05%7C01%7C%7C0a5d38d49f3b4d528a1608da94ebf4fc%7C84df9e7fe9f640afb435aaaaaaaaaaaa%7C1%7C0%7C637986038385997678%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C&sdata=pttOjo7fSufaGP16sErsn%2FtmOqwKZn5muaHxvi1sR4I%3D&reserved=0
As far as debugging your custom reverb, I would suggest going through the default reverb assets that come with the plugin and comparing them to your own. There's a lot of components in that reverb bus chain, and I remember I had to tweak a couple settings. Maybe your levels are too low? To get plugin content to show, you need to enable "Show Plugin Content" in the Content Browser settings.
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It's been a while since I've been in that code. I'll take a look in a couple days.
Ok cool, thankyou for the quick responses Kyle!
Speak in a couple of days
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From: Kyle Storck @.> Sent: Monday, September 12, 2022 8:16:41 PM To: microsoft/ProjectAcoustics @.> Cc: SKagun @.>; Author @.> Subject: Re: [microsoft/ProjectAcoustics] New custom IRs not working (Issue #116)
It's been a while since I've been in that code. I'll take a look in a couple days.
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Took a look at these again.
For debugging your custom IRs, double check the Normalization Volume on your "Audio Impulse Response" assets. We had to set that volume to 0 for them to be audible.
Also, make sure you have set your reverb lengths to the appropriate duration for each IR. These short be increasing short to long, and between 0-5 I think. You'll get a log message if that's wrong.
And also, don't re-use the same Submixes/Convolutions across short/med/long slots.
As far as saving Custom IRs, I don't see any workarounds with the code as is. They'll be reset each time you go back to Default. And they are currently not visible in blueprints. We'll try to get this fixed in our next release.
If you wanted to make code changes yourself (take the source code from the Marketplace plugin, and turn it into a Project Plugin so you can recompile), you could add BlueprintReadWrite to each of the properties in UAcousticsSourceDataOverrideSettings. Then they should be modifiable from Blueprints.
Thankyou!
We have actually implemented a solution where we have manually set the actual impulse responses (not the bus preset) based on the area that you are in. This seems to work great!
One more thing. We have just applied dynamic opening to our level, and they sound great. However, when we teleport to a different area (and dynamically switch the ace files) then come back to that same area where the dynamic openings have been set they do not work. Unless we stop and start playing the level again. Is this a bug? Or is this something you have to set in the blueprint associated with the switching of the ace files.
Thanks again for all your help
Ya, looks like our dynamic openings don't support this currently. DynamicOpenings are only registered in their BeginPlay, so in your scenario, they didn't get re-registered when you switched back to the original ACE file. I'm not seeing a way through our blueprints to re-load a dynamic opening (unless you can somehow re-trigger BeginPlay). We'll have to add a way for them to get re-loaded.
@MikeChemi @nikunjragh if they've encountered this before.
This is a new one for me, although the dynamic openings feature is still pretty new itself :) You could probably re-spawn the dynamic opening actor which should get it properly re-registered. Not the most elegant solution, but hopefully unblocks you until we have something better.
I've changed the settings and the debug says the acoustics is working but there definitely isn't any reverb or anything. Works fine with default reverb mode
Also, when I switch to default from the custom reverb bus preset for Project Acoustics in the project settings, it deletes the settings I have put in. Is there a way to hard set this in Blueprint?