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Releases: 4Players/odin-sdk-unreal

1.8.15

20 Dec 15:52
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Changes

  • Updated Odin initialization settings to use 48khz stereo instead of 48khz mono. This should solve issues with sound quality on some devices.
  • Audio Capture Mono Mixing is now disabled by default

1.8.14

11 Dec 14:19
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Added

  • Now compatible with UE 5.5

Changed

  • Improved error handling in OnGenerateAudio
  • Fixed issue with compilation on Mac for Unreal Versions 5.1 and below

1.8.13

04 Dec 10:54
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Added

  • Odin Audio Capture: Can now deactivate automatic device disconnect recognition (i.e. to recognize when a player removes a USB microphone). Could be relevant on mac, as moving an application window on Mac can lead to very high frame time spikes, making a false positive more likely
  • Odin Synth Component: Added logging to the GenerateAudio code, if odin_audio_read_data doesn't work. Requires Log Verbosity Level "Verbose"

Changes

  • Will now use default Odin initialization, making initialization independent of whether Unreal Audio Engine is enabled or not

Fixes

  • Odin Audio Capture: increased time before a device disconnect will be recognized, this will help avoiding false positives.
  • Odin Capture Media: Fixed an issue where the media was not correctly reset, if the channel count changed. Also avoids calling the reset stream function multiple times when detecting a situation where we have to reset

1.8.12

07 Nov 15:51
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Improvements / Bugfixes

  • Updated Destroy Room Handle logic to avoid logging errors when provided with invalid Room Handles. This will also remove Error Logs during the Packaging Process.
  • Echo Cancellation will now use the correct Audio Device for Submix Listening. This will fix an issue with Echo Cancellation not being active after changing APM Settings or in certain scenarios after loading a new level.
  • Generally improved error handling and error logging throughout the plugin

Changes

  • Can now use UAudioGenerator parent class for generating audio, instead of having to use UAudioCapture. This allows developers more flexibility to i.e. use soundfiles as input to an Odin audio capture stream
  • Can now enable or disable mixing multiple channels into one mono channel on UOdinCaptureMedias before sending audio data to Odin.
  • Echo Cancellation: APM Stream Delay is now initialized to 200ms when no custom value was set
  • Added missing documentation to public api

1.8.11

13 Aug 17:37
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Fixed

  • Fixed issue occurring during User Data decoding in UE4.27

Added

  • Added convenience function to access Playback Media stream generating data on an Odin Synth Component

1.8.10

06 Aug 11:56
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Improvements / Bugfixes

  • Improved Error Handling
  • Improved Error Logs and Feedback
  • Add Media is now performed on background thread
  • Fixed String Casting and conversion

1.8.9

01 Jul 18:02
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Improvements / Bugfixes

  • Updated Odin Synth Component to restart automatically after a Seamless Server Travel
  • Fixed and improved error reporting of the Remove Media from Room Async function

1.8.8

28 Jun 13:40
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Improvements / Bugfixes

  • Now allows disconnecting events to be fired, when manually calling destroy local room handle
  • OdinRoom now recognizes reconnects after loosing connection temporarily and automatically sets up Capture Stream again.
  • Fixed broken blueprint nodes issue, due to late loading of the plugin

New Features

  • Added newer Room State Changed Event to also broadcast reason for disconnect. Old Event is marked as deprecated.
  • Added IsConnected Function to Odin Room object

1.8.7

25 Apr 15:19
4f5ed35
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New Features

  • Added support for Unreal Engine 5.4 releases

Bugfixes / Improvements

  • Changed access to UOdinRoom references to avoid potential crashes with async event handling

1.8.6

21 Apr 22:06
5630d9a
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Bugfixes / Improvements

  • Added world validity checks for async events synchronizing to game