I still don't really get what you're trying to do. Maybe it just sounds too abstract.
You want to use sound waves, i.e. form a sound file, and use those values to affect a material? I've never heard of anything like this in unreal, but if you know how to make custom materials nodes, maybe.
Is that what you mean though? Taking a sound file and using it's sound values to control a scalar param in a material?
Wooooah.....this sounds super trippy. I imagine walls becoming warpy and distorted & different colors / materials according to wavelengths in the sound. Would love to see this in action. Kind of like an LSD trip...
I ended up using a boned mesh that was animated ( moving bones up and down) in 3ds max using a song divided up into 8 frequencies. In UDK I took the boned mesh height animation data and passed that info to a get location and rotation nod, after a few nods later the height data was used by the material parameter.
Would have been nice if we could figure out a way to do the effect real-time within udk itself so that changing the song could also change the animation procedurally.
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You want to use sound waves, i.e. form a sound file, and use those values to affect a material? I've never heard of anything like this in unreal, but if you know how to make custom materials nodes, maybe.
Is that what you mean though? Taking a sound file and using it's sound values to control a scalar param in a material?
Last option I'd suggest is to time it out based on the sound file
Would have been nice if we could figure out a way to do the effect real-time within udk itself so that changing the song could also change the animation procedurally.
I'm pretty sure you could do this with Blueprints in UE4 but idk about UDK.