• Author
    Posts
  • #1375

    colin_gunfire
    Participant

    I’m trying to get a demo version of the RealSpace 3D plugin working in UE4 and I’m having issues compiling it. We’re using a rocket build of UE4 to speed iteration (similar to the build you get from the Epic launcher), so I put the plugin in our project instead of the engine, so I don’t have to spend hours making a fresh engine build. It seems to be working overall, but when it compiles the code it runs into an issue when RealSpace3DEffect.cpp tries to reference FHrtfSpatializationAlgorithm::ProcessSpatializationForVoice_RS3D. That class is only defined in RealSpace3D.cpp, so I assume it only works if those two cpps end up in the same unity build file. In my case it’s not. I tried just extracting that class out into a header and including it in both cpp files, but then I got a whole bunch of linker errors about stuff being defined in multiple files. That is due to things like ToRS3DVector being defined in RealSpace3DEffect.h and not marked as inline, so it’s putting a copy in each cpp. Is there a newer version of the plugin with some of these issues cleaned up? I can probably untangle it myself, but I don’t want to waste the time if you guys have already done it.

  • #1376

    realSpaceMike
    Keymaster

    Hi Colin,

    We’ll provide a cleaner version of the plugin shortly.

  • #1378

    colin_gunfire
    Participant

    Thanks Mike, that fixed my compile issues. I went into a test level and switched our spatialization algorithm to HRTF, added an actor with a RealSpace3DRoom component, then went into preview mode. While it was initializing a sound source in RS3DSoundSource::StartInternal it called rs3d_QuerySourceAvailMem, which crashed. I can’t see what’s going on inside the dll, but based on the exception I’d guess it dereferenced a null pointer. Before that crash it succeeded on a few other calls to the same function though. Is there any other setup I should need to do, or is there a log I should check? This is what I see in the output window:

    [2015.11.02-23.23.22:800][768]LogTemp:Warning: RealSpace3D Listener: 1.595040 MB
    [2015.11.02-23.23.22:802][768]LogTemp:Warning: RealSpace3D Sound-Source Added: 2.774949 MB of total 2.774949 MB
    [2015.11.02-23.23.22:803][768]LogTemp:Warning: RealSpace3D Sound-Source Added: 2.774949 MB of total 5.549898 MB
    [2015.11.02-23.23.24:364][768]LogTemp:Warning: RealSpace3D Sound-Source Added: 2.774949 MB of total 8.324847 MB
    [2015.11.02-23.23.24:366][768]LogTemp:Warning: RealSpace3D Sound-Source Added: 2.774949 MB of total 11.099796 MB

  • #1379

    colin_gunfire
    Participant

    I found the debug logging macro and enabled it, here’s some more info if it helps:

    DLL, within init, current directory C:\_Gunfire\unreal\Engine\Binaries\Win64\UE4Editor.exe
    DLL, lic key xxxxx
    DLL, within URealSpace3DRoom constructor, roomID 47658
    DLL, within URealSpace3DRoom PostEditChangeProperty, roomID 47658
    DLL, within URealSpace3DRoom PostEditChangeProperty, roomID 47658
    DLL, within URealSpace3DRoom PostEditChangeProperty, roomID 47658
    DLL, within URealSpace3DRoom constructor, roomID 47794
    DLL, initEngine g_nSampleRate 44100, g_nDSPBufferSize 512, g_lfUnitScaleFactor 1.000000, g_nRelativityMode 2
    DLL, set personalization HRTF type 3, head 0.100000, torso 0.230000, neck 0.050000
    DLL, startEngine status 100
    DLL, listener status 100

  • #1380

    realSpaceMike
    Keymaster

    It seems like four other RS3D sound-sources were already created. Are they playing in the background? Under the trial license, the limit is 4 but we can extend that to unlimited sources with an expiration date if you request one.

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