The Orquesta Cue asset allows you to create a sample accurate quantized audio flow graph and control it via a special Blueprint
The Orquesta Cue asset allows you to create a sample accurate quantized audio flow graph. The main use case of this plugin is the creation of a Blueprint controllable dynamic/adaptive music system.
The graph compiles into a special Blueprint where you can e.g. create custom music transition behaviors. The Orquesta Cue will be played via a Orquesta Cue Component. At runtime you can call functions you created in the special Blueprint, similarly to any other instanced Blueprint.
Essentially, this is a beefed up version of Epics UTimeSynthComponent plugin. I have developed it for a game I am working on. You can extend the functionality by creating your own UOrquestaSoundNode based nodes in C++, e.g. for DSP's or other sample accurate behavior, or just simply modify the existing code, which is provided of course.
Download the documentation here and please take a look at the additional notes at the end.
Examples:
In the Content folder of this plugin you will find a Demo. Just open the OriginalMusic Asset and dig around. Open the A_OrquestaCue_DemoActor to see how to use the Orquesta Cue Component.
Features:
Code Modules:
Number of Blueprints: 2
Number of C++ Classes: 25+
Documentation: PDF included in plugin
Network Replicated: No, but it is based on the Audio Mixer and Blueprints you can make it run over Network
Supported Development Platforms: Win