Difference between revisions of "MNSI:Quick Start"

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[[Category:MNSI]]This guide will detail the simplest form of operation. Adding a single MNSI component to a blueprint actor.
<strong>////Temp Layout , Do Beauty Pass////</strong>


--For Static Mesh--
__TOC__


==Quick start==
==The How==


0. Use one of the supplied example meshes the first time you're doing this to get the hang of the process. Try "MNSI-MainPlugin > Examples > Props > mesh > WoodBox" for example.
It is recommended that the first time, this guide be followed using one of the example meshes supplied. That way all external parameters that could cause headaches will be removed while still learning the workings of this plugin. Let's use "MNSI-MainPlugin > Examples > Props > mesh > WoodBox"


1. Make new blueprint class -> actor
{|class=wikitable
((link to actor unreal wiki page))
| style="padding: 10px" |
Quick Run;
# Make new blueprint actor.
# Add Static Mesh Component.
# Set Mesh as root.
# Set "Simulate Physics" and "Generate Hit Events" on mesh.
# Add "MNSI-PhysicsSounds" as component.
|}


2. Load your mesh as a static mesh component. ((Either drag from content browser or manually add a static mesh component))
===Illustrated!===


3. Set "Simulate Physics" on your static mesh component
* Make new blueprint class -> actor
[[File:Setup1.PNG]]
* Either drag the mesh needed, or use Add Component and create a new Static Mesh Component. Here is how it looks like using the example WoodBox mesh.
[[File:Setup2.PNG]]
* ((Optional but recommended)) Set your mesh as Root. Click on it and drag it over the Default Scene Root. It should look like this.
[[File:Setup3.PNG]]
* Enable "Simulate Physics" and "Generate Hit Events" on mesh.
[[File:Setup5.PNG]]
* Either drag MNSI-PhysicsSounds or add it though Add Component. MNSI-PhysicsSounds is located in "MNSI-MainPlugin"
[[File:Setup6.PNG]]
* Done.


4. Set "Simulation Generates Hit Events" on your static mesh component


5. Set your static mesh component as scene root r
==Adjusting the parameters==
((Link to epic wiki about scene roots))


6. Add "MNSI-PhysicsSounds" ((Either drag from content browser or though "+Add Component type"MNSI-PhysicsSounds"))
The default plugin settings will not apply for every prop. The most important factor being your prop's physical mass. Really light weight props need settings different than really heavy props.


7. You're done. If your mesh has a material that is recognized by MNSI, when you play the level, you will hear sounds. Try this out with one of the supplied example meshes.  
The settings you care about are as imaged.


To see how to set up materials see; [[MNSI:Quick Materials]]
[[File:Tutorial LinearAndRollSettingsExample.PNG]]


===Adjusting the parameters===
User Impact Hard Impulse Min - Defines the minimum impulse to play a hard impact sound.
User Impact Light Impulse Min - Defines the minimum impulse to play a light impact sound.


The default plugin settings will not apply for every prop. The most important factor being your prop's physical mass. Really light weight props need settings different than really heavy props.
The Sound Range for both Hard and Light impacts is an impulse value added to the minimum impulse needed to create a sound volume range.


The settings you care about are as imaged.
For example;
----
User Impact Hard Impulse Min = 1000
User Impact Hard Sound Range = 0


[[File:Tutorial LinearAndRollSettingsExample.PNG]]
This means that as soon as the prop experiences an impulse larger or equal to 1000, a hard impact sound will play at full volume all the time.
----
User Impact Hard Impulse Min = 1000
User Impact Hard Sound Range = 1000


Outlined here is the best practice method for quickly finding the best values for your prop.
This now means that;
an impulse of 1000 will play a sound with 0 volume;
an impulse of 1500 will play a sound with 0.5 volume;
an impulse of 2000 will play a sound with 1 volume.


1. First let's adjust the Settings Impacts.
User Impact Hard Sound Range is added to User Impact Hard Impulse Min.
----
It is mostly a trial and error until the best values are found.


2. User "Impact Hard Velocity Min" and "Impact Light Velocity Min" are Triggers that define the minimum impulse a prop needs to experience to play either a hard impact or soft impact. The Impulse scales non-linearly with mass. "User Impact Hard Sound Range" and "User Impact Soft Sound Range." Are Ranges that define a sound volume range added to their respective Triggers . So if you set a your hard impact trigger to 1000, and a Range of 0, then as soon as the prop exceeds 1000 impulse force, it will play the sound at full volume. Setting a Range of +2000 means that the hard impact sound will play at zero volume at 1000 force, and maximum volume at 3000 impulse force. <strong>////This is confusing revise////</strong>
Outlined here is the best practice method for quickly finding the best values for a prop.


Let's start with Settings Impacts. A large Min value will need a really fast speed or heavy mass prop to trigger a sound. And a low Min value can end up triggering a sound even when the prop is stationary. A good approach is to adjust the Light and Hard impact values one at a time. So setting User Impact Hard Impulse Min to let's say 1000000 would effectively disable Hard impacts and allow you to focus on finding a value for User Impact Light Impuse Min that triggers at reasonable velocities. Once that is done, bring down the Hard Min to a value that's larger than the other value.


<strong>////Temp Layout , Do Beauty Pass////</strong>
Rolling and Friction sounds are a bit more Catchall. Get a slippery surface to experiment with good friction sounds and use spheres with similar mass to experiment with good rolling values.
----

Latest revision as of 19:04, 6 June 2019

This guide will detail the simplest form of operation. Adding a single MNSI component to a blueprint actor.

The How

It is recommended that the first time, this guide be followed using one of the example meshes supplied. That way all external parameters that could cause headaches will be removed while still learning the workings of this plugin. Let's use "MNSI-MainPlugin > Examples > Props > mesh > WoodBox"

Quick Run;

  1. Make new blueprint actor.
  2. Add Static Mesh Component.
  3. Set Mesh as root.
  4. Set "Simulate Physics" and "Generate Hit Events" on mesh.
  5. Add "MNSI-PhysicsSounds" as component.

Illustrated!

  • Make new blueprint class -> actor

Setup1.PNG

  • Either drag the mesh needed, or use Add Component and create a new Static Mesh Component. Here is how it looks like using the example WoodBox mesh.

Setup2.PNG

  • ((Optional but recommended)) Set your mesh as Root. Click on it and drag it over the Default Scene Root. It should look like this.

Setup3.PNG

  • Enable "Simulate Physics" and "Generate Hit Events" on mesh.

Setup5.PNG

  • Either drag MNSI-PhysicsSounds or add it though Add Component. MNSI-PhysicsSounds is located in "MNSI-MainPlugin"

Setup6.PNG

  • Done.


Adjusting the parameters

The default plugin settings will not apply for every prop. The most important factor being your prop's physical mass. Really light weight props need settings different than really heavy props.

The settings you care about are as imaged.

Tutorial LinearAndRollSettingsExample.PNG

User Impact Hard Impulse Min - Defines the minimum impulse to play a hard impact sound. User Impact Light Impulse Min - Defines the minimum impulse to play a light impact sound.

The Sound Range for both Hard and Light impacts is an impulse value added to the minimum impulse needed to create a sound volume range.

For example;


User Impact Hard Impulse Min = 1000 User Impact Hard Sound Range = 0

This means that as soon as the prop experiences an impulse larger or equal to 1000, a hard impact sound will play at full volume all the time.


User Impact Hard Impulse Min = 1000 User Impact Hard Sound Range = 1000

This now means that; an impulse of 1000 will play a sound with 0 volume; an impulse of 1500 will play a sound with 0.5 volume; an impulse of 2000 will play a sound with 1 volume.

User Impact Hard Sound Range is added to User Impact Hard Impulse Min.


It is mostly a trial and error until the best values are found.

Outlined here is the best practice method for quickly finding the best values for a prop.

Let's start with Settings Impacts. A large Min value will need a really fast speed or heavy mass prop to trigger a sound. And a low Min value can end up triggering a sound even when the prop is stationary. A good approach is to adjust the Light and Hard impact values one at a time. So setting User Impact Hard Impulse Min to let's say 1000000 would effectively disable Hard impacts and allow you to focus on finding a value for User Impact Light Impuse Min that triggers at reasonable velocities. Once that is done, bring down the Hard Min to a value that's larger than the other value.

Rolling and Friction sounds are a bit more Catchall. Get a slippery surface to experiment with good friction sounds and use spheres with similar mass to experiment with good rolling values.