CriWare Unreal Engine
Plug-ins for CriWare solutions.
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ADX

1. Install the CRI UE5 plugin

We will introduce CRI's Unreal Engine plugin and implement how to play ADX sound data on UE5.

What you need

  • Unreal Engine (This tutorial uses Unreal Engine 5.5.1)
  • Microsoft Visual Studio 2019 or 2022
  • CRIWARE Unreal Engine Plugin
  • ADX sound data (cri/common/cri_smpdata/tutorial_sample_ue4_lesson01.zip) * Used in ADX Tutorial No. 2

Create an Unreal Project

  1. Launch Unreal Editor .
  2. Select the "Third Person" template.
  3. Make sure to select C++ to create a new project.

If you fail to create a new project, please check the following:

  • Verify that Microsoft Visual Studio is installed correctly
  • Try a manual build

Add the CRI plugin to your project

  1. If the Unreal Editor is running, please close the editor.
  2. Copy the CRI plugins' "/cri/UnrealEngine/Engine/Plugins" folder to the root folder of your Unreal project.
  3. Open your Unreal project's .uproject file (double-click the uproject file).
  4. If you see the following pop-up, click "Yes".

  5. If the Unreal Editor starts successfully, the CRI plugin installation is complete.

2. Import ADX data

Import ADX2 sound data

  1. Open the Unreal Editor and check the Content Browser. Create a folder called "Tutorial" directly under the Contents.

  • From the "ADX2 sound data," drag and drop "SimpleMusic.acf" and "SimpleMusicAcb.acb" into the "Tutorial" folder you just created.
  • A dialog will appear asking if you want to apply the Atom Config asset generated from the .acf file as CRI plugin settings. Check the contents and select "Yes".

  • When applying the Atom Config asset, a dialog will appear asking if you want to update the default DSP bus settings applied to the ADX2 Master Rack. Check the contents and select "Yes."

  • Create an "AWB" folder under the "Tutorial" folder and drag and drop "SimpleMusicAcb.awb" into it.
  • The above steps will create three asset: .acf file is the Atom Config asset, .acb file is the Atom Cue Sheet asset, and .awb is the Atom Wave Bank asset.



Note

  • After importing the .awb file, edit the Atom Cue Sheet asset and set the Atom Wave Bank.
    By default, an Atom Cue Sheet does not reference any Atom Wave Bank asset .
    If you do not set a reference, when you try to play a streaming Cue in an Atom Cue Sheet asset , you may get an error message stating that the .awb file cannot be found.

  • Due to the specifications of the Unreal Editor , it is not possible to create multiple asset(.uasset) with the same name in the same folder.
    If the .acb and .awb file names are the same, the import into Unreal Editor will create an asset with the same name, so you may get the following error:
    To resolve this issue, import the .acb and .awb files into different folders.

Tips

Want to know more about the sound data built with CRI Atom Craft?

Please refer to the link below.
[About ACB files]( https://game.criware.jp/manual/adx2_tool/latest/criatom_tools_atomcraft_acb_file.html )
[About AWB files]( https://game.criware.jp/manual/adx2_tool/latest/criatom_tools_atomcraft_awb_file.html )
[About ACF files]( https://game.criware.jp/manual/adx2_tool/latest/criatom_tools_atomcraft_acf_file.html )

Want to know more about the asset generated during import?

Please see the following section in the manual.

・Explanatory article about asset generated when importing ACB files
ADX Tutorial No.19: Learn about Cue sheets

・An explanatory article about the asset generated when importing an ACF file
Atom Config asset Reference Guide

・Explanatory article about asset generated when importing AWB files
About AtomWaveBank asset

3. Configure the CRI plugin

In this article, we will show you how to manually edit the CRI plugin configuration and register Atom Config asset.

Configure the CRI plugin

  1. Open Project Settings.
  • Select the "Core" item under "CriWare" in the Plug-ins section.
  • In the "Atom Config" item, set any AtomConfig asset.

Tips

Why set up "Atom Config"?

By setting "Atom Config", the settings of the AtomConfig uasset will be reflected. In other words, settings such as category classification and bus settings will be reflected.

Where can I learn more about CRI plugin configuration items?

Please see the following section in the manual. Project Settings Parameter Reference Guide

4. Playing sounds

This article explains how to place a sound source on the level and play it. The CRI plugin provides several ways to play audio, but here we will introduce the following two methods.

  1. Place an AtomAmbientSound in the level
  2. Attaching an AtomComponent to an Actor

1. Place AtomAmbientSound in the level

AtomCueSheetDouble-click the "SimpleMusic" asset in the Content Browser to open the Details tab. The Cues property displayed here lists the Cue in the SimpleMusic Cue sheet. Individual asset files are not generated for each of these Cue , but they can be referenced as asset in the Unreal Engine . Drag and drop the Cue "simple_se"asset into the Viewport to place it as an AtomAmbientSound actor in the level.


AtomAmbientSound is an Actor with an AtomComponent, which we'll explain later. Run your level and move your player character close to the sound source. You'll hear the Cue you set being played.

2. Attach AtomComponent to Actor

Placing an Actor in the Level

Place an Actor in the level to which you will attach an AtomComponent, which is the component for playing audio.

Attach an AtomComponent to an Actor

Select an Actor in the level so that it has focus in the Outliner, then click the "Add" button in the Details tab and select the AtomComponent class.
Once the AtomComponent is attached to the target Actor, the Details tab will look like this:

Set a Cue on an AtomComponent

You can set the "Sound" property for the AtomComponent on the Details tab. Set the Atom Cue Sheet asset "SimpleMusicAcb" here. Then set the "Sound (Cue)" property to the "simple_bgm" Cue.

Previewing audio in PIE

Run your level and move the player character closer to the sound source. You will see Cue being played. If you want to preview them as 2D sounds instead of 3D sounds with distance attenuation, set the "Allow Specialization" property of the AtomComponent to false.



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