Developer Helper Apps

Got a specific question or suggestion on the game? You ask, the developers answer.

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sigma
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Re: Developer Helper Apps

Post by sigma » 29 Sep 2014, 16:19

And most likely, the files of these formats are incompatible for different games and will require special editors. WAVE and MP3 are much more versatile.
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Re: Developer Helper Apps

Post by 1DVD4D2UDK » 29 Sep 2014, 18:50

MadMax1998 wrote:UE3 accepts WAVE and MP3. OGG is no longer used.
Thanks Max! :)

But I was actually thinking in general about all the people who like to use their favorite A/V software that might only import/export in specific formats, but that can also be converted into a specific format by some of the more elaborate converters available on the web - and thus be usable in any game engine old or new, in whatever formats are used in them! :D

Anyone have any info on UE4 formats? As far as the engine accepting custom plugins or filters, such as import/export libraries that a developer could set to bind @ runtime for editor integration and extension? Like what Algorithmic has done with their substance libraries for UE3/4. Similar to what game studios have created in the past for their enhanced versions of game engines.
And one mod team I read about and used their mods to extend the UT99/Unreal I engine to be able to render SM2/3 normal mapped texture content, along with a particle system and various other enhancements! :o
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sigma wrote:And most likely, the files of these formats are incompatible for different games and will require special editors. WAVE and MP3 are much more versatile.
Exactly my point! Where there's a will there's a way! :mrgreen:
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1/2Hawk
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Re: Developer Helper Apps

Post by 1/2Hawk » 29 Sep 2014, 22:03

UE4 only works with WAV files now ... which, as a container, could have an audio track in it encoded to MP3 if you really wanted to go that route right. The WAV file has to be in an uncompressed little endian 16 bit format, of any sample rate (preferably 44100 pr 22050 Hz). Support included for mono, stereo, 2.1, 4.1, 5.1, 6.1 and 7.1 surround. I've read that UE4 breaks all these multi-channel sounds down into individual mono sounds in their own native format upon Import. Hope this helps.
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Re: Developer Helper Apps

Post by 1DVD4D2UDK » 30 Sep 2014, 06:43

1/2Hawk wrote:UE4 only works with WAV files now ... which, as a container, could have an audio track in it encoded to MP3 if you really wanted to go that route right. The WAV file has to be in an uncompressed little endian 16 bit format, of any sample rate (preferably 44100 pr 22050 Hz). Support included for mono, stereo, 2.1, 4.1, 5.1, 6.1 and 7.1 surround. I've read that UE4 breaks all these multi-channel sounds down into individual mono sounds in their own native format upon Import. Hope this helps.
Yes it does, thanks Hawk.
But isn't that pretty much just like UE3 wav imports? except for the 6 & 7.1 surround, which makes me think UE4 could use UE3 packages - which would be cool. Although from my experience, most major unreal engine versions have slightly different package encoding but could still read & load the packages as long as the content was present and the links were satisfied.

I always thought custom packaging was a drag though, since just dropping a folder of content and running a game to check it out is so much easier to deal with - like a mod folder, heck I've even run mod content from a separate drive just by adding the path to it in the INI for UE2! :D
Anyway, thanks for the info.
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Re: Developer Helper Apps

Post by sigma » 30 Sep 2014, 18:35

By the way, holofonic sound almost lossless reproduced in these formats... That would be really cool! In principle, I can beat the sound track on different channels, but it would be pornography, and not holofonic sound ...
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Re: Developer Helper Apps

Post by 1DVD4D2UDK » 30 Sep 2014, 18:47

sigma wrote:By the way, holofonic sound almost lossless reproduced in these formats... That would be really cool! In principle, I can beat the sound track on different channels, but it would be pornography, and not holofonic sound ...
I don't have surround on my new system yet, but I bet it would rock on this game! :D
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sigma
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Re: Developer Helper Apps

Post by sigma » 30 Sep 2014, 19:05

Unfortunately, the effect of holofonic sound can only be heard in the headphones.
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Re: Developer Helper Apps

Post by 1DVD4D2UDK » 30 Sep 2014, 19:34

sigma wrote:Unfortunately, the effect of holofonic sound can only be heard in the headphones.
I imagine many gamers will already be using them, to get the full affect of the game anyway - so I don't see that as a bad thing really, especially if they're also using the Occulus Rift! :D
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Re: Developer Helper Apps

Post by sigma » 30 Sep 2014, 20:39

1DVD4D2UDK wrote:...but I bet it would rock on this game! :D
I'll tell you a secret Image When I look at this demo, I listen to music that something like this or some things by Martin. Do not tell this to anyone! :D
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Re: Developer Helper Apps

Post by 1/2Hawk » 30 Sep 2014, 22:01

1DVD4D2UDK wrote:But isn't that pretty much just like UE3 wav imports? except for the 6 & 7.1 surround, which makes me think UE4 could use UE3 packages - which would be cool.
Nope. UE4 doesn't use packages anymore and it accepts literally nothing straight from UDK. Each of your individual assets is now stored as a unique *.UASSET file in UE4. This is kinda nice in that it makes it way easier to migrate a very specific sub-set of assets between builds or projects, and when you change one small thing you don't need to update the rest of the team with a whole huge package file ... but it is a lot more pieces to keep up with and manage.

I do like how all the migration stuff works automatically though - like, say you wanted to move the Pyro into another project. UE4 will say hey you're gonna need these 5 textures, these 2 materials, this skeleton, those 18 sound fx, etc instead of having to try and find all the reference links yourself.
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