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Geromatic avatar Geromatic commented on June 20, 2024

from midi-unreal.

mattdw avatar mattdw commented on June 20, 2024

Thanks, but that would be a simple multiplier, right? The problem I'm having is that each frame takes a variable and unknown length of time to actually render, so anything based on real-world time is going to go wrong.

Fine if there's no easy answer… I might just try a quick patch to see if GameState::ElapsedTime does what I need.

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Geromatic avatar Geromatic commented on June 20, 2024

Hmm never worked with rendering videos

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mattdw avatar mattdw commented on June 20, 2024

Yeah, no problem! It gets a bit confusing with all the different timers involved! I'll see what I can dig up.

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Geromatic avatar Geromatic commented on June 20, 2024

one way could be to store all the notes in a array in blueprint and enumerate through each item on each frame or time it takes to get to another note.

Trying to visualize the idea lol

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mattdw avatar mattdw commented on June 20, 2024

I've added a reference to UWorld to MidiProcessor, then used UWorld::TimeSeconds * 1000.0f as the "current time" getter, and now it worked perfectly for my purposes (I'm not actually outputting audio, just using midi to trigger events, although I'll take a look tomorrow at what the audio actually sounds like in game time.)

If you're interested, I'd be happy to expose this via a "use game time"/"use real time" toggle and write a cleaner patch than I currently have.

Thanks for your help!

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Geromatic avatar Geromatic commented on June 20, 2024

I am interested. It can be useful in certain situations

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Geromatic avatar Geromatic commented on June 20, 2024

Added Game Time

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