CriWare Unreal Engine
Plug-ins for CriWare solutions.
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Atom Sound Class asset

About

CRI Atom Craft has a feature called Categories, where it is possible to apply some settings to each category.

Similar to this, CriWare UE Plugin provides a feature called Atom Sound Class based on Unreal Sound class design.

A Sound Class is an asset type for the ADX Atom sound engine within Unreal Engine that a user can use to group multiple sounds together, then alter the parameters of all relevant Sound Waves at once. To set up a new Sound Class, right-click from the Content Browser, then select ADX Atom > Classes > Sound Class.

Atom Sound Class advantages over Atom Categories

  • Sound Classes can be hierarchized.
  • Sound Classes can affect parameters specific to 3D enviorement in Unreal Engine.
  • Sound Classes are Unreal assets and can be integarted smoothly within Level Blueprints.
  • Finally a Sound Class can affect an Atom Categories via Blueprints.

About Atom Sound Object

Sound Object is an ADX runtime low-lewvel API that 're-group' sound in real-time to re-allocate some category voice or cue limiter. Unfortuneatly, this ADX feature use patern difficult to handle in Unreal enviorment since it request unsafe references to a lot of elements (Players) and bend many definitions like the Categories Limiter that is re-affeced as a concurency limiter fo a group a spawned sound using the same categorie. Finally due to the low-level nature of this API, it does not take care about the Unreal Assets and the 3D enviroment.

To handle concurrency limitations please refer to Atom Sound Concurrency asset that listen in real time Active Sound and have a varety of limitation rules adapted to Unreal.

Properties

To open the Details panel for a Sound Class, double-click the Sound Class in the Content Browser.

General

Pitch

Affects the playback Pitch of the audio affected by the Atom Sound Class asset.
The maximum Pitch frequency that can be change can be set using the "Standard Memory Voice Sampling Rate" and "Standard Streaming Voice Sampling Rate" properties that belong to "Voice" in "CriWare" -> "Core" in "Project Settings".

Low Pass Filter Frequency

Affects the Cut off Frequency of the low-pass filter applied during playback of the audio affected by the Atom Sound Class asset. Emphasizes sounds in the low frequency range.
If multiple SoundClasses have a parent-child relationship, the one with the lowest Low Pass Filter Frequency value will be selected.

High Pass Filter Frequency

Affects the Cut off Frequency of the high-pass filter applied during playback of the audio affected by the Atom Sound Class asset. Emphasizes high frequency sounds.
If multiple SoundClasses have a parent-child relationship, the one with the highest High Pass Filter Frequency value will be selected.

Attenuation Distance Scale

Affects the distance factor when applying distance attenuation for sounds affected by the Atom Sound Class asset.

Child Categories

An array of references to child Atom Sound Class assets.
If you set the parent Atom Sound Class Volume property to 0.5, and the child also sets the same property to 0.5, the final volume parameter applied to the audio will be multiplied to 0.25.

Routing

Apply Ambient Volume

If this checkbox is enabled, the effects of Volume actors such as Atom Gameplay Volume will be applied to the audio affected by the Atom Sound Class asset.

Modulation

Various parameters

The following Item have common parameters.

  • Volume
  • Pitch
  • Lowpass
  • Highpass

For details, see "[Overview of AtomModulaionGenerator"](Manuals/ADX/Assets/AtomParameterOverrides/AtomModulation/AboutAtomModulaionGenerator/AboutAtomModulaionGenerator.INT.udn), "How to adjust Pitch using Modulator" .

Differences from AtomCraft's category function

Note
The Atom Sound Class works independently of AtomCraft's Category feature.
It can also be integrated with the category function, but changes to the ACF file and category names set in Cues will not be changed.

Quick Start

We make an example to use an Atom Sound Class to classify audio between BGM group and Voice group, and mute only the audio that belongs to the Voice group.

  • Import acf and acb File Please obtain and import the File in the following directory included in the criware_unrealengine_plugin package.
    cri/common/cri_smpdata/CategorySample.zip
    When you import the ACF File, the following window will View.
    You will be asked if you want to set this in "Atom Config" in Project Settings, so select "Yes".

  • Next, you will be asked if you want to set it to "Atom Config" of the Rack set as "Master Rack" in Project Settings, so select "Yes".

  • Place all "Cue" included in the imported "CueSheet" into the level.

  • Next, create the "Atom Sound Class" asset located in "ADX Atom" -> "Classes". This will be an asset representing the Voice group.

  • Next, set the created "Atom Sound Class" asset to the "Sound Cue" actor placed in the level. Cue assets voice_a and voice_b are classified as a group called "Voice".
    Apply the following settings to the AtomComponent of the AtomAmbientSound actor that holds these.

  • Next, open the details for the Atom Sound Class asset and specify the Default Rack property to be the same Atom Rack asset that you set in Project Settings.
    Also, set the Volume property to 0.0 to mute the sounds belonging to this Atom Sound Class.

Change the parameters and listen to the sound

If you Run the level after completing the above settings, you should see that voice_a and voice_b are no longer heard.
Let's try changing the values ​​of the various properties of the Atom Sound Class asset to see how these voices change.

Regarding other parameters

You can change parameters other than Volume from the Atom Sound Class details tab above.
The description of the properties corresponding to various parameters is as follows.