Project Mix: Fireworks Test
So, I had an idea. I wanted to make fireworks as a way to celebrate the 4th of july. And I figured lets try to do it with project mix.
What you see in the video is 150 Connected nodes. Each node has their own note and sound settings.
All of these are defined by presets in which I manually create by importing a wav file from FL-studio with each octave I want to have available to use. Like I’ve talked about in the past with the post about audio visualization using the baked analysis that unreal just added, there are only a handful of actual sound files which makes my life so much easier when it comes to quick importing and management. However, I don’t currently have support for just.. One-Shot type sounds.
I tried to take an approach to create this that is a bit additive. I started with the basic kick to get the loop that I wanted to use, layered in the snares and high hats, and then went to town emulating the “firework” feel I was going for. This meant that I needed to create a few buttons to help make things faster like Randomize Notes, Randomly place in a spherical pattern, and selection helpers.
Right now there is NO MIXING setup at all. This is about as raw as audio playback can get in unreal. Just play the damn sound… This is also why certain parts might sound a bit too loud or soft. So the next phase of development for this system is pretty clear. Project Mix.. needs.. well.. a MIX of some sort. But that’s not the most worrying thing to me. I think the biggest issue with development right now is that I have to hit play.. wait for the loop to start… and hope that it sounds the way I want. This makes things extremely slow and aggravating to work with. So, I think I am gonna take an interesting step forward into editor-based nodes that actually play .. while I am tweaking them (Obviously with some control on when to play). Imagine kinda like planet coaster, where the roller-coaster is running along the track you are currently building. This is something that I think is needed in order to not rip my hair out creating the next scene and ultimately.. the final vision for this project ( Which I am currently keeping to myself ).
Then… well there is the time synth.. which aims to solve all of my synchronization problems… so I gotta get going on that too. I did watch dan’s amazing overview of it and I think it has a ton of potential with one fatal flaw… time synth components are made to not be used spatially… 150 times in a scene. Therefore.. I’d have to tell the nodes to call the master time synth in order to play things on time efficiently. Maybe if I do that I can convince the awesome audio folks to help me out with getting 3D sound to work properly per node.
So to finish it off.. here is a few bullet points for the future.
- Better Editor Development workflow
- An actual soundclass and submix setup.
- Update the core audio system to use the time synth component instead of my jenky synchronization master blueprint.
Those three are enough to keep me busy for awhile. On that note, have a great day <3