How to get UE4 to retrieve pitch & volume data of an event.

Hi all,

This question relates to FMOD Studio & UE4.

We have a robot character in UE4 and we would like to make it so that the colour and intensity of the light on the robot follows/matches the pitch and volume of the VO audio in FMOD.

We’ve tried doing this by using both parameters and markers, but we couldn’t find a way to make this work.

Does anyone know of any workarounds?

I hope that this makes sense!

Alex

There is a planned feature where you can automate a parameter then query its value at runtime, but it didn’t quite make it into 1.8.

As a workaround, you can obtain an event’s channelgroup, and get the pitch and volume from that. You’d need to edit the integration, have a look at the FMOD audio component. That already grabs the channelgroup as part of the tick. You can then call:

http://www.fmod.org/documentation/#content/generated/FMOD_ChannelControl_GetPitch.html
http://www.fmod.org/documentation/#content/generated/FMOD_ChannelControl_GetVolume.html

1 Like

Looks promising - thanks!