Skip to content

Latest commit

 

History

History
37 lines (23 loc) · 2.13 KB

README.md

File metadata and controls

37 lines (23 loc) · 2.13 KB

RNBO MetaSounds Documentation

As this integration is in an experimental state, so is this documentation, and this guide should not be considered an encyclopedic reference, but rather a quick-start with a handful of ways to use this tool.

Example project

Further documentation can be found in the form of our demo project. Download the project here and open up its README.md to get started.

Geting Started

  1. You will need to create an Exports/ directory to hold your RNBO exports.
  2. Place Exports/ inside this repository root directory, with a path like: /<Your UE Project>/Plugins/RNBOMetasound/Exports/
  3. Give each RNBO patch a unique Export Name and Classname
  4. Create a folder inside Exports/ for each exported RNBO patch, like Exports/<Your RNBO Device Name>/
  5. Export your c++ source code export to the folder you create in step 4.
  6. After you export, you must build your project. Your UE project should be a C++ project so that you can generate a Visual Studio solution or Xcode project for your game.

Naming your RNBO Node

Your RNBO MetaSound node will be named by your top-level [rnbo~] object’s @title attribute or, if no such value exists, by the Classname you’ve defined in the export sidebar.

Multiple Exported Patchers

You will probably have multiple RNBO exports. Your RNBOMetasound/ directory might end up looking something like:

multiple-exports

In this example, BufferPlayer, FeedbackSynth, MIDIGen, and TransportSlicer are all individual RNBO exports.

Documentation Table of Contents

Your MetaSound node will have input and output pins built from your RNBO patch's parameters, inport/outports, buffers, MIDI and Transport objects. In addition to your custom node, this plugin will also build several utility nodes that helps you access some of RNBO's features in the MetaSound graph editor.