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Sound Visualization Get Amplitude node sampling at half the speed

Greetings! There is an issue with the 'Get Amplitude' node from the Sound Visualization plugin for the Blueprint Editor. It is sampling the sound at half the time. If you try to use a workaround by doubling the game time value, it will stop sampling at the half point of the sound you provided, as it thinks the sound has been played through. I'm not the first to find this out, but unfortunately nobody reported this issue - or so it seems.

Build Type: Binary

Build version: 4.14.2(but people have been reporting this prior)

Detailed description of the issue: Using the 'Sound Visualization' plugin, provided by Epic Games for the Blueprint Editor, there is a problem with one of the two nodes that come with it, the 'Get Amplitude' node (screenshotNode). One of the values it takes is Start Time, the time when you want it to sample the provided Sound Wave. The problem is, that if you provide it with realtime time, the node is sampling at half(1/2) the speed. If you then just multiply the realtime time by two(2), the node is working, BUT it will stop sampling at half time through the Sound Wave, as it now thinks that it has gone through the whole sample.

Screenshots/Link to video: ScreenshotBlueprint

The issue occurs 100% of the time.

This is a really useful feature for making Music Videos. Would appreciate a lot if could be fixed. Thank you!

Product Version: UE 4.14
Tags:
getamplitude.png (68.2 kB)
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asked Jan 09 '17 at 01:12 AM in Blueprint Scripting

avatar image

letoast
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avatar image AndrewHurley Jan 09 '17 at 06:25 PM

Hey letoast,

So I am attempting to reproduce the issue you are reporting, but I am having some difficulties.

Is there a reason you are using a Material Instance Dynamic for this setup, and what purpose does it serve to help you visualize the sound?

This makes me think that perhaps you are locking your frames in the editor to 60 fps because if multiplying by thirty when it is playing at half speed gives you the correct playback, perhaps the issue is with how you are calling your frames to render.

Could you check to see if you have hard set your framerate within the Project Settings menu?

Could you provide me with your test project so I can better understand the issue you are reporting and get a solid repro case to enter this as a bug.

Thank you,

Andrew Hurley

avatar image letoast Jan 15 '17 at 03:45 AM

Hey AndrewHurley! Sorry, maybe posting that screenshot wasn't the smartest idea, as I copied it from the forums, BUT I did that because my setup was quite similar to this one. Maybe it's better to just give my project, so here it is: https://we.tl/fVCQXvWe1g The shoe should be changing scale to the kick drums, but it's lagging behind by 50%.

avatar image letoast Feb 09 '17 at 03:42 PM

Hi Andrew! Don't want to be annoying, but did you try the file? Were you able to replicate the problem?

avatar image JaroMast Feb 20 '18 at 04:26 PM

I can confirm that the problem occurs in 4.18 as well. Did you do something with it?

The exact problem is when you are doing this on stereo audio, probably Epic have some problem with loop incrementation in this plugin. With mono channel, it works as it suppose

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