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[feature request] open up the audio

basically all we need is access to the equivalent of ue3's GeneratePCMData() or somewhere in that region. so that before the sound is sent to the buffers and actually played we have chance to do things with it. but the way sound cues are set up and work atm i cant really see how.

so, if going down that far is unfeasable (obviously i dont know whats going on under the hood), a very usefull alternative that springs to mind would be the ability to write our own nodes for the sound cue editor. so we can take the raw signal coming in from the soundwave, even if its a silent wave, mess around with it (effects or whatever) and send it on its way, or for example generate waveforms in pure c++ inside the node and mix it in.

i guess custom nodes would be the best way because it would make it totaly optional, if you dont need it dont make one, and it wouldnt interfere with facefx or anything.

many many many questions have been asked on a regular basis relating to advanced (and not so advanced) audio on the udk forum, and always the answer is no its not possible. hoping with all my heart its not the same for rocket.

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asked Mar 11 '14 at 02:07 AM in C++ Programming

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ue4-archive ♦♦ STAFF
50k 3670 1999 9124

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Hi Mick,

Thank you for your feedback. I have created a feature request for the audio system to have greater customization and the ability to create your own nodes trough various means. If there is anything else you would like to see in a future build of Rocket, please let us know.



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answered Mar 11 '14 at 02:07 AM

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ue4-archive ♦♦ STAFF
50k 3670 1999 9124

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:07 AM

ace! thank you

avatar image twxyz Jun 16 '15 at 10:18 PM

Any update on this? Looks like it's year later and nothing changed in this subject...

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