Michael Gary Dean
Michael Gary Dean
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Michael Gary Dean - Endlessly, Tomorrow (Full Album)
Following up on FOREVER MEDITATIONS, Michael Gary Dean returns with double bassist Freddy Speer for a series of cinematic, neo-classical recordings that touch on sentimental feelings and a sense of emotional renewal. This time around, the duo explore darker and less static compositions, drawing on the full range of the instrument, from the low lows, to delicate, melodic highs. ENDLESSLY, TOMORROW leans deep into rich tones while pairing the bass sparingly at moments with voice, synths and minimalist piano.
Released February 29, 2024
Produced by Michael Gary Dean
Composition: Michael Gary Dean, Freddy Speer
Double bass: Freddy Speer
Piano, Synth, Voice: Michael Gary Dean
Violin: Amanda Gibeau
Additional Mixing (Tracks 8, 9): Christian Carrière
Mastering: Taylor Deupree [12k Mastering]
Photo: Sébastien Roy [ sebastienroy.ca ]
Released by Reclusive Strategies
The creation of this work was made possible thanks to the financial support of the Conseil des arts et des lettres du Québec.
Переглядів: 196

Відео

DEMO REEL | SFX Redesign | Michael Gary Dean
Переглядів 2007 місяців тому
SFX REDESIGN - DEMO REEL - MICHAEL GARY DEAN All sound, SFX, and voice-over by Michael Gary Dean. Gameplay footage contains none of the original audio. Lost in Random (EA Games) Psychonauts 2 (Double Fine) Ori and the Will of the Wisps (Moon Studios) Death Stranding (Kojima Productions) michaelgarydean.com contact@michaelgarydean.com
Quartz Clock: Quantized game events | Interactive music in Unreal Engine 5
Переглядів 1,3 тис.10 місяців тому
A gate structure used to quantize game events using the Quartz audio system in Unreal Engine 5. Tutorial video by Montreal-based composer and music designer Michael Gary Dean. Source: dev.epicgames.com/community/learning/courses/XAw/unreal-engine-quartz-music-system/yrGn/unreal-engine-arrangement-switching Audio Meters: michaelgarydean.itch.io/audio-metering-editor-utility-widget Quartz Templat...
Michael Gary Dean - Forever Meditations (Full Album)
Переглядів 227Рік тому
Collaborating with musicians across numerous genres and artistic styles, Michael Gary Dean’s FOREVER MEDITATIONS merges flowing ambient electronics with intimate instrumentation, drawing on reflective moods and long moments of deliberation. Organic and highly textural electronics simmer underneath delicate melodies and hovering tones from double bass, violin or piano. Taking moderate influence ...
Interactive Music Systems - Demo work in progress - Unreal Engine 5 MetaSounds
Переглядів 325Рік тому
This is a block-based approach to creating an "area loop" created with Blueprints and MetaSound in Unreal Engine 5. The system allows for dynamic intro and outro sequencing to help serve the games narrative according to the player's behaviour. Both the intro and outro can be turned off, and the developer can just opt for soft fades in and out instead if desired. The design approach is based on ...
COMBAT & SNEAKERY: Full Native Audio Implementation in Unreal Engine 5 [Music + SFX]
Переглядів 293Рік тому
This is a prototype for a fully native audio implementation in Unreal Engine using MetaSounds, Sound Classes, Quartz Clock and the Audio Modulation plugin, while trigger volumes, concurrency settings and attenuation settings help situate the sounds. All SFX and Interactive Music implemented without any Middleware. The SFX and music are roughly done, but I mostly just wanted to touch every part ...
Creating Custom Audio Effects or Nodes - MetaSound Tutorials for Unreal Engine 5
Переглядів 946Рік тому
Learn how to create your own custom audio effects using Unreal Engine's MetaSound environment in this tutorial video by Montreal-based composer Michael Gary Dean. Phaser design shown in video: themusicambition.com/modulation-effects/ If you're coding instead in C : dev.epicgames.com/community/learning/tutorials/ry7p/unreal-engine-creating-metasound-nodes-in-c-quickstart C Template: github.com/a...
UNCHARTED - Evening Prototype - Music for Video Games & Unreal Engine 5
Переглядів 158Рік тому
Another evening rapid prototype, maybe an hour of work for visual music. Partial template from @ArghanionsPuzzlebox then added a nebula skybox from @theCraters . #generativemusic #gameaudio #proceduralaudio #ambient
FANTAS - Evening Prototype - Generative Music with MetaSound
Переглядів 296Рік тому
vlog post #8. Creating some music using procedural audio techniques and no audio files using MetaSound in Unreal Engine 5. This patch is made from only 2 sawtooth waves and stock Unreal Engine effects. The music generated by a MetaSound and sent to a Submix with reverb and delay. In a Blueprint, the MetaSound is added as an audio component in order to access the settings in the Submix effects a...
Setting up the Quartz Clock - Interactive Music - Tutorials for Unreal Engine 5
Переглядів 2,2 тис.Рік тому
In Unreal Engine 5, the Quartz Clock is a crucial component of the native audio system that enables interactive audio. The Quartz Clock serves as the foundation for musical timing, similar to the transport system in a DAW. This video shows a basic Quartz Clock set-up and uses it to run a tempo-synced loop. DOWNLOAD: michaelgarydean.itch.io/quartz-music-system-template-kit Quartz Music System - ...
SHOOTER GAME - Menu Pause Music - Unreal Engine
Переглядів 285Рік тому
vlog post #7 Some quick example menu music, in the style of psytrance for the "Shooter Game" example project. #generativemusic #gameaudio #proceduralaudio #ambient
Audio Meter Editor Utility Widget - Mixing Audio in Unreal Engine 5
Переглядів 1,2 тис.Рік тому
DOWNLOAD: michaelgarydean.itch.io Buy me a coffee? www.buymeacoffee.com/michaelgarydean Stereo RMS level audio meters for Unreal Engine 5.1 . This is based off a video by Mitchell Lucas, but I couldn't get it to work for me. I rebuilt it for UE5.1 just as stereo meters and made it available as a UE5 plugin. Original video : "Setting up an audio metering Editor Utility Widget in UE5" ua-cam.com/...
Automated layer sequencing - Evening Prototypes - MetaSound in Unreal Engine 5
Переглядів 97Рік тому
Automated layer sequencing - Evening Prototypes - MetaSound in Unreal Engine 5
Generative Sequencing with Quartz Clock - Evening Prototype - MetaSound in Unreal Engine 5
Переглядів 183Рік тому
Generative Sequencing with Quartz Clock - Evening Prototype - MetaSound in Unreal Engine 5
DYNAMIC WIND SYSTEM - Demo - Procedural Audio SFX in MetaSounds & Unreal Engine 5
Переглядів 783Рік тому
DYNAMIC WIND SYSTEM - Demo - Procedural Audio SFX in MetaSounds & Unreal Engine 5
Using Looped Automation for Generative Music Soundscapes - MetaSound Tutorials for Unreal Engine 5
Переглядів 1,8 тис.Рік тому
Using Looped Automation for Generative Music Soundscapes - MetaSound Tutorials for Unreal Engine 5
Creating a Dynamic Wind System - Procedural Audio SFX in MetaSound - Tutorials for Unreal Engine 5
Переглядів 2,9 тис.Рік тому
Creating a Dynamic Wind System - Procedural Audio SFX in MetaSound - Tutorials for Unreal Engine 5
Interactive Audio with MetaSound: Communicating with MetaSounds from Blueprints | Unreal Engine 5
Переглядів 3,5 тис.Рік тому
Interactive Audio with MetaSound: Communicating with MetaSounds from Blueprints | Unreal Engine 5
Using Presets in MetaSound - MetaSound Tutorials for Unreal Engine 5
Переглядів 706Рік тому
Using Presets in MetaSound - MetaSound Tutorials for Unreal Engine 5
Adding a MetaSound to an Object or Actor - MetaSound Tutorials for Unreal Engine 5
Переглядів 1,7 тис.Рік тому
Adding a MetaSound to an Object or Actor - MetaSound Tutorials for Unreal Engine 5
[MGD] Tape Head - Max for Live
Переглядів 2,3 тис.Рік тому
[MGD] Tape Head - Max for Live
[MGD] Space-Time Continuum - Max for Live
Переглядів 695Рік тому
[MGD] Space-Time Continuum - Max for Live
Playing a MetaSound From Blueprints While in Game - MetaSound Tutorials for Unreal Engine 5
Переглядів 8182 роки тому
Playing a MetaSound From Blueprints While in Game - MetaSound Tutorials for Unreal Engine 5
Changing MetaSound during Gameplay in Unreal Engine 5 [Demo]
Переглядів 2022 роки тому
Changing MetaSound during Gameplay in Unreal Engine 5 [Demo]
Creating a Clock for Procedural Audio - MetaSound Tutorials for Unreal Engine 5
Переглядів 8972 роки тому
Creating a Clock for Procedural Audio - MetaSound Tutorials for Unreal Engine 5
Playing an Audio File - MetaSound Tutorials for Unreal Engine 5
Переглядів 7312 роки тому
Playing an Audio File - MetaSound Tutorials for Unreal Engine 5

КОМЕНТАРІ

  • @rieps4295
    @rieps4295 6 днів тому

    amazing

  • @kennatsu7699
    @kennatsu7699 2 місяці тому

    Thank you for make this tutorial!

    • @michaelgarydean
      @michaelgarydean 2 місяці тому

      Hey thanks! I'm glad you appreciate it. I've developed a collection of techniques like this over the years while producing generative music for installations. So if it's useful, I might post some more tutorials then!

  • @Eric_Heberling
    @Eric_Heberling 3 місяці тому

    Hey. Interesting video. I am attempting to apply this concept to switching between Idle music & moving music. How would I go about doing that?

    • @michaelgarydean
      @michaelgarydean 3 місяці тому

      Hey there. I think you're looking for the Quartz clock. This is designed for sequencing interactive music between different parts while staying tightly synced via the audio thread. You could in theory do it just within Metasounds, but I would say the Quartz clock design allows for bigger, more robust systems. I have a few basic videos about Quartz in the my playlist titled, "Procedural Audio & Interactive Music in Unreal Engine 5" if you want to check them out. ua-cam.com/play/PLipnod61VHOUorA3dlqV95BaoaVoqFXb4.html Thanks for watching.

    • @Eric_Heberling
      @Eric_Heberling 3 місяці тому

      OK. Thanks.

  • @GuitarWisdom
    @GuitarWisdom 4 місяці тому

    Any thoughts on how to deal with the fact that the first section will always be a bar short? Everyone seems to ignore this, and you can get away with it when you're playing audio files but I'm doing other things now that depend on indexes being correct, and when you have this one goofy section at the beginning it really messes things up. I've tried changing the section length for the first repeat but it causes other problems. I just want 8 bars to be 8 bars every time!

    • @michaelgarydean
      @michaelgarydean 4 місяці тому

      I'm not sure I've had the same issue you're describing but could it possibly be an off-by-one error? The Quartz clock bars start at i=1, but if you're driving a MetaSound or computing something based on the bars, you'll probably be counting from 0 for most indexing. Just a thought, maybe it helps. 🤷‍♂ stackoverflow.com/questions/2939869/what-is-an-off-by-one-error-and-how-do-i-fix-it

  • @justingoren9236
    @justingoren9236 5 місяців тому

    love the music

  • @DillyGameDev
    @DillyGameDev 6 місяців тому

    Amazing work!

  • @JerkyTreats
    @JerkyTreats 9 місяців тому

    My dude is out on the road making phasers in Unreal.

  • @nand3kudasai
    @nand3kudasai 10 місяців тому

    that is really great. it looks great and sounds great.

    • @michaelgarydean
      @michaelgarydean 10 місяців тому

      Awesome! Thanks for the nice comment

  • @Axel0689
    @Axel0689 10 місяців тому

    Bye! This way, however, you cannot manage Sound Attenuation and other MetaSound-related effects. Because Play Sound 2D is more suitable for UI Sounds and sounds without Sound Attenuation.

  • @RomanWaves
    @RomanWaves 10 місяців тому

    man that has some serious atmosphere, I enjoyed it quite a lot! would you mind to say something about your production workflow ? and especially what kind of reverberation or reverb effects you used ? it has depth !

    • @michaelgarydean
      @michaelgarydean 10 місяців тому

      Hey thanks for checking out the album ❤ I think probably only one or two reverbs plugins were used: FabFilter Pro-R but mostly Valhalla Supermassive. I found the double bass sits nicely when it's almost raw, but sometimes the reverb helps it fit within the electronics. In terms of production workflow, it's usually pretty simple and I had a very specific 'vibe' in mind before producing it. I wanted it to feel like hovering, or meditatively stuck in time, but also to have this real physical, almost biting feeling to it to reflect both the inner tension as well as the strange sense of hopefulness that is present in it emotionally. So I started most tracks with an electronic layer there and it is meant to be not too distracting, simply a repeating bed. These might be from loops I recorded while performing and were saved them for later, or simple arpeggiations, or just moments that occurred naturally in the process. Then the strings were first written with software, and then later workshopped in the studio with the players and recorded (in this case violin and double bass). I purposely mic'd things super close with the rosin and textural elements to get a sound that felt super intimate, delicate yet sometimes quite dark. Lots of times this ended up with accidental "sound design" from short moments we were still recording and the player was moving about, so that got worked in as extra textures. This helped naturally blend the strings within the electronics and vice versa so they felt like one entity. Hope that's somewhat interesting! 😆

  • @kyanrowse4150
    @kyanrowse4150 Рік тому

    Can you please put a link to that DAFX article in the description. Can't find it, all I can find is the book.

    • @michaelgarydean
      @michaelgarydean Рік тому

      Hey yes! I should've included that I updated it just now with the link. Thanks for checking out the video.

  • @Kaka-ub8pn
    @Kaka-ub8pn Рік тому

    I have a question, what settings do I need to make to recognize the player character and chase after it when placing an Ai Enemy in a different level field? I am also trying to make a video like this with Close Combat system assets, but when I placed the Ai-enemy in another field, it didn't move, so I was wondering how to solve it

    • @michaelgarydean
      @michaelgarydean Рік тому

      There's an example demo project + tutorial / documentation here you could check out: ua-cam.com/video/zxKDLL2Ej1M/v-deo.html Hope it helps!

  • @AlvaroALorite
    @AlvaroALorite Рік тому

    I like the potential of metasounds (I'm currently using it for a project), but the fact that it's so cumbersome to get simple looping+crossfade behaviour compared to Wwise or fmod really frustrates me....

    • @michaelgarydean
      @michaelgarydean Рік тому

      I hear you... I figure we do it once, maybe it's a pain, but then save them as presets so you don't have to do the same thing over and over. Here's a video if you're interested: ua-cam.com/video/WEjvld-AtRk/v-deo.html Hope it helps.

    • @AlvaroALorite
      @AlvaroALorite Рік тому

      @@michaelgarydean I'll check it out for sure

  • @Gminorscale
    @Gminorscale Рік тому

    Really great stuff!

  • @giver_up_top
    @giver_up_top Рік тому

    Thanks for this - just what I needed!

  • @GregHornWata
    @GregHornWata Рік тому

    Thank you! This works great!

  • @AntonLitvinov_moonslon
    @AntonLitvinov_moonslon Рік тому

    You really deserve more subscribers. Thank for your job.

  • @comit135
    @comit135 Рік тому

    Ran into an issue where the clock needed a name to work, Thanks for the tutorial though!

    • @michaelgarydean
      @michaelgarydean Рік тому

      Great tip, thanks for checking out the video. 🥳

  • @BlackPowderGame
    @BlackPowderGame Рік тому

    I got it working, but there's a lot of hiss. Going back over the tutorial and checking settings but so far no luck in eliminating it. If in the mixer controls I drop Hi End and Mid Ambience to zero it disappears.

    • @michaelgarydean
      @michaelgarydean Рік тому

      Hey there @BlackPowederGame, that's right, there is indeed hiss. This design is modelled after field recordings of wind, which often include extra artefacts in the recordings, such as the hiss of signal-noise in microphones that have high gain settings (think of turning up the gain on a Zoom recorder or something). You can of course adjust mixer controls to taste as it suits you. If you don't like the high end hiss emulating a high-gain microphone, exactly as you mentioned you can try turning down the Hi End, or adjust the other levels as you like. Hope it helps!

    • @BlackPowderGame
      @BlackPowderGame Рік тому

      @@michaelgarydean By turning down the Hi End and Mid to zero I got rid of it (though they were nice). My game is set in the eighteenth century so I'm going for naturalistic sound in the pre-microphone era :)P p.s. Any tips on how to set up volumes to occlude the wind sound from my buildings and caves and water? Every solution Ive seen involves point sources like in objects, but this wind ought to be everywhere in the world except indoors.

    • @BlackPowderGame
      @BlackPowderGame Рік тому

      @@michaelgarydean also, thanks to your tutorial series I think I can take on a custom wind sound. Glad they were just a couple of minutes long each; took away any argument I had for not going, well, its only a couple of minutes. Spent a few hours recreating them, and well worth it. Thanks.

    • @michaelgarydean
      @michaelgarydean Рік тому

      @@BlackPowderGame Awesome! Glad it helped.

    • @BlackPowderGame
      @BlackPowderGame Рік тому

      @@michaelgarydean Now the big question: how do I set up volumes to occlude the wind sound from my buildings and caves and water? Every solution I've seen involves point sources like in objects, but this wind ought to be everywhere in the world except indoors. Any ideas?

  • @BlackPowderGame
    @BlackPowderGame Рік тому

    This is fun! Seeing all kinds of ways now to "paint" with sound in my map

  • @michaelzedalis1098
    @michaelzedalis1098 Рік тому

    Incredible work! Would be awesome to see a full breakdown/tutorial on how you did this, or a demo project for learning? :) Just getting more into the audio aspects of Unreal and really looking to add some procedural tracks for my game, along with a couple originals I compose myself. LOVE this!

    • @michaelgarydean
      @michaelgarydean Рік тому

      Hey thanks for the nice words. Great to hear you're vibing with the procedural music stuff. I would love to see what you create as well!

  • @DavidBoura
    @DavidBoura Рік тому

    Amazing what you can do with Metasounds!

  • @evadermusic
    @evadermusic Рік тому

    This is rad my man. Teaching myself this stuff at the moment so your videos are very helpful!

    • @michaelgarydean
      @michaelgarydean Рік тому

      Ah thanks for the nice words @evadermusic! Really glad to hear it's useful.

  • @DavidBoura
    @DavidBoura Рік тому

    So basically, they are Functions? Yesterday testing audio effects for the first time in my Metasound, i was worried to not see any Reverb and others. Do i have to design them myself like you show here? How would i make a Reverb, a Distortion, a Flanger, etc... ? (asking before digging more)

    • @michaelgarydean
      @michaelgarydean Рік тому

      Great question @DavidBoura! Reverb, (including IR Reverb), is available through Submixes along with EQ, compression: docs.unrealengine.com/5.1/en-US/API/Runtime/AudioMixer/SubmixEffects/ For distortion, I think the only tool at the moment is with the Waveshaper node. For the others, there are definitely some missing essentials. I imagine these may start to show up as development in Unreal Engine continues, both by Epic and third parties. But in the meantime, you may have to design the missing components yourself if they are essential to your project. To really implement low level effects to spec, you're probably looking at doing it via C++. I wanted to show this as an example of some of the limitations in MetaSound I left some links for C++ above in the description. If you're looking for going that route, I would recommend the DAFX: Digital Audio Effects book by Udo Zölzer. Personally however, I would be wary of putting too much development time in before MetaSound matures a bit further or there's clarity on the roadmap: portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/857-additional-audio-nodes If you do design some effects, I would love to hear how you make out, especially in terms of CPU cost and efficiency etc. Hope it helps!

    • @DavidBoura
      @DavidBoura Рік тому

      @@michaelgarydean Thank you so much! My drum machine has 11 voices and is one Metasound, i'm making fx chains for each perc. Everything renders in 2D just "like that", and i was hoping i would find all the effects, like i have filters, delays, diffuser, comp... i can easily setup with nodes. I will dig your infos!

    • @michaelgarydean
      @michaelgarydean Рік тому

      I just noticed @AlexIrae posted 12 distortion/saturation waveshapers on the Facebook group if you're interested (standard tanh saturation etc): github.com/alexirae/unreal-audio-dsp-collection-UE5

    • @DavidBoura
      @DavidBoura Рік тому

      @@michaelgarydean wow, thank you for that!

  • @TheTripboxer
    @TheTripboxer Рік тому

    Very cool! Thanx, Michael! 🙂

    • @mykedean
      @mykedean Рік тому

      Thanks for checking it out Mitch!

  • @garaughty
    @garaughty Рік тому

    Lovely work on this Michael !

  • @StevenDiLeo
    @StevenDiLeo Рік тому

    Useful info, thank you for making this! 🎉😊

  • @dain_sounds
    @dain_sounds Рік тому

    This is really great! Like the approach and it sounds really good! Saved this - I really think I will come back to this technique in the near future!

  • @alex_opr
    @alex_opr Рік тому

    Really great work! I will shortly start a project using Metasounds and this type of content is a blessing. I really like the generative aspects, especially with Soundscapes. Combining natural sounds with this type of system feels like the next level of immersive ambiance.

    • @michaelgarydean
      @michaelgarydean Рік тому

      Thanks Alexandru! It's a really exciting time for immersive sound. You could also out this great idea from @MitchellLucasSound where the player's direction affects the sensation of the wind over the player's ears: ua-cam.com/video/98WZCLx0iSM/v-deo.html

  • @garaughty
    @garaughty Рік тому

    Brilliant tutorial Michael !

  • @MetArchViz_Studio
    @MetArchViz_Studio Рік тому

    is there a full beginner tutorial for who is new to audio but wants to learn audio/sounds with starting Metasounds? I am familiar with unreal engine. I saw in an event , it's very awesome to create audio using unreal engine.

    • @michaelgarydean
      @michaelgarydean Рік тому

      Hey there, I made some bite sized tutorials starting from the basics here: ua-cam.com/play/PLipnod61VHOWGcG6DFZhfNSmhSNF0dKlR.html Hope it helps and good luck!

    • @BlackPowderGame
      @BlackPowderGame Рік тому

      I just followed the tutorials he linked and I went from knowing next to nothing to having a grasp of the basics now. Well worth following along and creating as you go.

  • @DavidBoura
    @DavidBoura Рік тому

    Nice starter serie, do you plan to make more?

    • @michaelgarydean
      @michaelgarydean Рік тому

      Hey thanks for the nice comment @DavidBoura. Yes, there are definitely more on the way! But please feel free to let me know if there's anything specific you'd be interested in learning more about. Happy patching!

    • @DavidBoura
      @DavidBoura Рік тому

      @@michaelgarydean Everything! So just make a whole "WTF is" and "HTF do i" serie ;D

  • @The_Invisible_Man
    @The_Invisible_Man Рік тому

    can you automated this M4L device?

    • @michaelgarydean
      @michaelgarydean Рік тому

      Hello @theinvisibleman! Yes, you can record automation. However, since automation relies on the playhead position in the clip, the playback will be fighting with itself on playback, which can also produce interesting results. However, if you want to create repeatable loops and effects, you should record your results to a new clip. Hope it helps!

  • @hadencain
    @hadencain 2 роки тому

    no input FB sounded so awesome thanks for the rabbit hole. LOL.

    • @michaelgarydean
      @michaelgarydean 2 роки тому

      Haha I love it too! Hope you have some fun with it. 🥳

  • @natemorga
    @natemorga 2 роки тому

    nice video but would have been great if you noted how the input could be changed due to floats in game. Maybe you want a fade out of the sound due to turning something down in power.

    • @michaelgarydean
      @michaelgarydean 2 роки тому

      Hi @NJM thanks for the feedback. Great suggestion, I'll do a new short video on this soon. In the meantime, check out this video by @The Sound FX Guy: ua-cam.com/video/dkw2i4LWbG4/v-deo.html

    • @michaelgarydean
      @michaelgarydean 2 роки тому

      This has actually now changed since UE 5 officially got released. You no longer need the Get Parameter Interface to control a MetaSound from in-game. Now use "Set Parameter Float".

    • @natemorga
      @natemorga 2 роки тому

      @@michaelgarydean wow thanks for update sir!

  • @rrigs8075
    @rrigs8075 2 роки тому

    Very useful videos to get started - lets have more!

    • @michaelgarydean
      @michaelgarydean 2 роки тому

      Great! Thanks for the feedback. More videos on the way then! 🥳