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.
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.
- You will need to create an
Exports/
directory to hold your RNBO exports. - Place
Exports/
inside this repository root directory, with a path like:/<Your UE Project>/Plugins/RNBOMetasound/Exports/
- Give each RNBO patch a unique
Export Name
andClassname
- Create a folder inside
Exports/
for each exported RNBO patch, likeExports/<Your RNBO Device Name>/
- Export your c++ source code export to the folder you create in step 4.
- 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.
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.
You will probably have multiple RNBO exports. Your RNBOMetasound/
directory might end up looking something like:
In this example, BufferPlayer
, FeedbackSynth
, MIDIGen
, and TransportSlicer
are all individual RNBO exports.
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.