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gtreshchev avatar gtreshchev commented on May 28, 2024

You can detect beat on the basis of multiple sub-bands using a "IsBeatRange" function. Also, if you want to change the maximum FFT sub-bands size, you can call "UpdateFFTSubbandsSize" in a BeatDetection object (which can be accessed from AudioAnalysisToolsLibrary object)

You can detect beats based on multiple FFT sub-bands using the "IsBeatRange" function. Also, if you want to change the maximum sub-band size, you can call "UpdateFFTSubbandsSize" in the BeatDetection object (which can be accessed from the AudioAnalysisToolsLibrary object) to use wider sub-band ranges for beat detection.

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Caffiendish avatar Caffiendish commented on May 28, 2024

Also, if you want to change the maximum sub-band size, you can call "UpdateFFTSubbandsSize" in the BeatDetection object

With some quick testing, that gives the following exception when attempting to process the audio frame, after setting the sub band size > 32:

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Program Files\Epic Games\UE_5.0\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 691] Array index out of bounds: 0 from an array of size 0

UnrealEditor_AudioAnalysisTools!UBeatDetection::UpdateFFT() [Plugins\AudioAnalysisTools\Source\AudioAnalysisTools\Private\Analyzers\BeatDetection.cpp:81]
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

I guess I'm not doing something right there! 😅

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gtreshchev avatar gtreshchev commented on May 28, 2024

You apparently didn't correctly specify FFTSubbandsSize. Regarding your crash, you have it equal to zero.

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Caffiendish avatar Caffiendish commented on May 28, 2024

You apparently didn't correctly specify FFTSubbandsSize. Regarding your crash, you have it equal to zero.

Sorry, I didn't specify, I can set it lower than 32, but anything higher throws that exception on the first audio process call.

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Caffiendish avatar Caffiendish commented on May 28, 2024

Perhaps I'm using the wrong node?
image

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Caffiendish avatar Caffiendish commented on May 28, 2024

Just checked, the EnergyHistory double array gets resized, but never gets the new array resized, so I'd have to have called UpdateEnergyHistorySize as well.

Perhaps the UpdateFFTSubbandsSize should call this itself, to not encounter this error in the future?

Edit: I made a PR for it, along with a couple of other issues I noticed.

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gtreshchev avatar gtreshchev commented on May 28, 2024

Thank you! I will look into it at the weekend

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Caffiendish avatar Caffiendish commented on May 28, 2024

I'm actually still working on this, I've not had a lot of consistent success with the IsBeatRange functionality (honestly, I'm still assuming that I'm utilising it poorly), and in my case, it would be much more helpful to know upfront where the beats are, to better generate content.

If one wanted to procedurally generate content, you'd need to know where beats are in advance, so you don't have long moments of downtime where a song gets quiet, and your user has no beat/energy derived content, for example.
You can't just assume that a couple of seconds without a beat is going to remain that way, and so being able to analyse a user provided song in advance of actually using it to create content is extremely useful.

I've been looking at a couple of implementations of KISS FFT, and they use some analysis methods that aren't in here, so I've been working on adding those methods, and attempting to create some functionality that will output a list of beat positions.

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