CriWare Unreal Engine
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ADX Tutorial No.17: Effect control using DSP bus

In this lesson, we will introduce effect control using the DSP bus.

What is DSP bus setting?

Please see the manual "Effect settings using DSP bus"

How to set effects?

Configure with CRI Atom Craft.
For more information, please see "[ADX Tutorial No. 16: sound that change depending on the in-game situation (Introduction of AISAC function)]" (./Tutorials/ADX/InteractiveSoundsForGameSituation_AISACFeature/InteractiveSoundsForGameSituation_AISACFeature.INT.udn).

Introduce new sound material

We have prepared sound materials with effects set in advance, so please use them.

Click here if you are using ADX2 LE

  • cri/common/cri_smpdata/tutorial_sample_ue4_lesson18_le.zip

Click here if you are using the product version of ADX2

  • cri/common/cri_smpdata/tutorial_sample_ue4_lesson18_pro.zip
    Please import the downloaded "DSP_Bus_Effect.acb" and "SimpleMusic.acf" into your UE4 project.
    Since we are change the contents of the ACF File this time, please restart the UE5 editor after importing it.

Before playing the sound

To avoid confusion, please remove the sounds you placed in the level and the nodes you placed in the level Blueprint in the previous tutorial.

Try implementing it

Place "DSP_Bus_Effect_DSP_Bus_Effect_voice_a" on the level.
You can place it from the window View in the details window of the "DSP_Bus_Effect" asset.



Uncheck "Auto Activate" in the details panel of "DSP_Bus_Effect_DSP_Bus_Effect_voice_a".



Uncheck "Allow Spatialization" in the details panel of "DSP_Bus_Effect_DSP_Bus_Effect_voice_a".



Create an "Atom Rack" asset.

Next, specify the "Atom Rack" asset you created in "Project Settings" -> "CriWare" -> "Core", "Sound Renderer" -> "Master Rack".



Tips

change the Default snapshot

You can change the "Dsp Bus Setting Name" and "Snapshot" respectively from "Buses" in the details window of the "Atom Rack" asset.
*Detailed explanation of SnapShot [here](<ahref="https://game.criware.jp/manual/native/adx2_en/latest/criatom_tools_atomcraft_dsp_bus_setting_snapshot.html">https://game.criware.jp/manual/native/adx2_en/latest/criatom_tools_atomcraft_dsp_bus_setting_snapshot.html)


Attach DSP bus settings

Open your Level Blueprint.
Create the variable "ASRRack" for the "Atom Rack" asset created this time and the variable "BusSetting" for the "Dsp Bus Setting" asset.



By compiling once after creating the variable, you can set the initial value from the details tab.
Specify the “Atom Rack” asset created above for “ASRRack”.



This time, we will set the initial value of the "BusSetting" variable.
First, open the details of "SimpleMusic" AtomConfig.
Right-click and copy "SimpleMusic_DspBusSetting_Special" in "Dsp Bus Settings" -> "Index[1]".



Next, right-click and paste in "Default Value" -> "Bus Setting" of "BusSetting" in the Level Blueprint.



Enable the "Set Dsp Bus Setting" node to be Run during BeginPlay.


Listen to the sound

Makes the Cue play when the spacebar is pressed.



Compile your level blueprint and start the game.
If you can hear the character's voice echoing when you press the spacebar, you've succeeded.

Let's switch snapshots

Open your Level Blueprint.
You can switch snapshots by Run the "Set Snapshot" node of "Atom Rack".
There are three snapshots of the data we have given you this time, so let's switch between them by pressing 1, 2, and 3 on the keyboard.

First, prepare an array with the name specified for "Snapshot" as a variable "SnapShotList".


This time, we have prepared a snapshot with the following name.

  • "GenericReverb"
  • "UnderWater"
  • "ConcertHall"



The Blueprint specifies the name obtained from the previous array for the "Set Snapshot" node of "Atom Rack".


Listen to the sound again

Start the game and play your character's voice.
Pressing 1, 2, or 3 on the keyboard changes the way the character's voice resonates.



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