Dan Reynolds Audio
Dan Reynolds Audio
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Audio Insights Early Access Look UE5.4
Apologies for the background fan noise, it's becoming a hot summer.
I wanted to show folks the new Audio Insights plugin/tool, I think it's super useful even in its experimental/super-early-access state.
Errata: Virtual Loops in 3dVisualize are Blue, so the red was ALMOST out of range, but not quite. When it turns BLUE, then it'll be a Virtual Loop.
Late Night Brain:
1) Dan forgets waveform visualization
2) Dan forgets the cvar to activate 3dVisualization
Переглядів: 696

Відео

MetaSounds Swapping Forwards And Reverse Seamlessly
Переглядів 6022 місяці тому
In this video, I demonstrate a method for simulating the tape-like forwards/reverse swap. I also demonstrate variable playback speed and trigger the swap as I pass through 0.
Harmonix Fusion Sampler QuickStart UE 5.4 Preview 1
Переглядів 9343 місяці тому
In this quick lunch-break video, I go over quickly making a Fusion Sample Patch, setting up a MIDI Step Sequence, and setting up a simple Step Sequencer driven Fusion Sampler based MetaSound Source.
MetaSounds and Musical Quantization
Переглядів 1,4 тис.Рік тому
Where Dan talks about Musical Quantization of continuous range input data as well as Scale Note Arrays both custom and generated using the Scale to Note Array node.
Steve Reich's Clapping Music with MetaSounds
Переглядів 1,3 тис.Рік тому
In this video, Dan looks over a Steve Reich algorithm used in his famous piece, "Clapping Music" as applied in a MetaSound graph. Later on, discusses the value in phasing and alternative approaches to creating compositional variation.
Understanding MetaSounds: A Technical Guide For New Designers
Переглядів 4,5 тис.Рік тому
In this presentation, I talk about the technical aspects of MetaSounds as they concern audio designers and hopefully shed some light on some of the more fuzzy or less understood elements. This is not a tutorial on building MetaSounds, it is a technical primer for understanding the MetaSound graph. 00:00 Intro 00:59 Video Contents 01:49 You, MetaSounds, and Everything Else 06:07 OnPlay and OnFin...
"Surviving Short Deadlines: Reducing Crunch and Remaining Effective in Extreme Situations" (GSC2021)
Переглядів 807Рік тому
The tail-end excerpt from my GameSoundCon 2021 talk about my experiences and lessons learned from working with Epic Games' Special Projects division. This excerpt comprises a series of tips or strategies for dealing with short deadlines in an attempt to maximize effectiveness.
Explaining That Quartz Is A Scheduling System To Resolve MultiThreaded Timing Issues
Переглядів 1,7 тис.2 роки тому
Dan responds to a Twitter question: WOlefile/status/1551581774572027905?s=20&t=toPO1VtsNXEIV5AXEU1eEQ
Basic MetaSound Setup Including Looping or Non Looping Configuration
Переглядів 7 тис.2 роки тому
In this video, Dan discusses the important points to knock out when setting up a new MetaSound Source.
Grooving With the Melodizer Node
Переглядів 7672 роки тому
This video is mostly just grooving with two layers of the semi-stochastic melody designer from the last video. Rolling the dice and discovering new grooves turns out to be a lot of fun!
Lunchtime MetaSounds: Semi-Stochastic Melody Design
Переглядів 1,9 тис.2 роки тому
Another Lunchtime MetaSound where we look at a probabilistic approach to designing melodies based on the Vermona MeloDicer.
Lunchtime MetaSounds: Composition, and Non-Stochastic Melody Generation
Переглядів 1,1 тис.2 роки тому
In this Lunch Time MetaSounds video, Dan recreates some features from Frequency Central's Little Melody, showcasing a practical application of Composition and custom built MetaSound nodes.
Switching Sends Between Two FX Submixes
Переглядів 8912 роки тому
Switching Sends Between Two FX Submixes
Soundscape Update Color Points and Conditional Spawning
Переглядів 2,9 тис.2 роки тому
Dan discusses updates to his Soundscape plugin made for the Matrix Awakens or City Sample demo including conditional spawning and the Color Point system.
Freeze-Frame Beat-Synchronous Stutter With MetaSounds
Переглядів 1,1 тис.2 роки тому
Doing one of those beat sync'd stutter freeze frame effects with the power of math and a simple Wave Player node.
MetaSound Cue Points, Composition, and Gameplay Hooks UE5 P1
Переглядів 6 тис.2 роки тому
MetaSound Cue Points, Composition, and Gameplay Hooks UE5 P1
MetaSound Interfaces UE5 Preview 1
Переглядів 2,7 тис.2 роки тому
MetaSound Interfaces UE5 Preview 1
MetaSound Presets UE5 Preview 1
Переглядів 2,6 тис.2 роки тому
MetaSound Presets UE5 Preview 1
Dorians Run In MetaSounds UE5 Preview 1
Переглядів 1,5 тис.2 роки тому
Dorians Run In MetaSounds UE5 Preview 1
Some Practical MetaSound Designs
Переглядів 8 тис.2 роки тому
Some Practical MetaSound Designs
Experimenting with Procedural Melody Generation using MetaSounds UE5 EA 2
Переглядів 1,4 тис.3 роки тому
Experimenting with Procedural Melody Generation using MetaSounds UE5 EA 2
UE5 Early Access: MetaSounds, MIDI, and You
Переглядів 5 тис.3 роки тому
UE5 Early Access: MetaSounds, MIDI, and You
Unreal 5 Early Access MetaSounds Sample Accurate Triggers With Guns
Переглядів 3 тис.3 роки тому
Unreal 5 Early Access MetaSounds Sample Accurate Triggers With Guns
I Made A Compressor In UE5 MetaSounds (Don't Try This At Home)
Переглядів 1,4 тис.3 роки тому
I Made A Compressor In UE5 MetaSounds (Don't Try This At Home)
Soundscape: An Ambient Sound System Made For Valley Of The Ancient (UE5 Early Access)
Переглядів 7 тис.3 роки тому
Soundscape: An Ambient Sound System Made For Valley Of The Ancient (UE5 Early Access)
UE5 Early Access MetaSounds Ambient FM
Переглядів 4,3 тис.3 роки тому
UE5 Early Access MetaSounds Ambient FM
UE5 EarlyAccess MetaSounds Making a Synth Kick Drum
Переглядів 5 тис.3 роки тому
UE5 EarlyAccess MetaSounds Making a Synth Kick Drum
Localizing Dialogue In Unreal Engine 4.26
Переглядів 3,9 тис.3 роки тому
Localizing Dialogue In Unreal Engine 4.26
Quartz Pattern Editor Blueprint Look by Request
Переглядів 1,7 тис.3 роки тому
Quartz Pattern Editor Blueprint Look by Request
Getting Really High Frequency Quartz Timing, But At What Cost?
Переглядів 9753 роки тому
Getting Really High Frequency Quartz Timing, But At What Cost?

КОМЕНТАРІ

  • @AllPinballFanatic
    @AllPinballFanatic 6 днів тому

    Can You tell me how can I set Sound Concurrency for my Metasound ? In Edit Metsound Settings I don't have it. UE 5.4.2

  • @andrewvanhassel
    @andrewvanhassel 20 днів тому

    Loving this. Thanks Dan!

  • @lucaluigi3571
    @lucaluigi3571 23 дні тому

    I wonder how to execute trigger parameter in bp’s to be in sync with my clock. I have a music system metasound and a separate metasound with the need of executing trigger parameter to play the sound. Shall I just do a play quantized that metasound and then execute parameter with some gate stuff inside metasound or maybe it is possible to execute parameter in time sync directly in blueprints. Thank you for all of your videos and sorry if this question is stupid.

  • @GuitarWisdom
    @GuitarWisdom Місяць тому

    Sleeper is right. I had no idea this was in there. Also there's something comforting about watching you struggle with a command and wondering if they changed it, the same way the rest of us do 😆. Guess I will go badger the devs some more about moving to 5.4!

  • @owencoopersfx
    @owencoopersfx Місяць тому

    Nice. Looking good!

  • @richvreeland
    @richvreeland Місяць тому

    neat ! cool music too ; ) hope you're doing well

  • @Xperto_
    @Xperto_ Місяць тому

    > Does music and sound for Epic Games > Recording has background noise

    • @DanReynoldsAudio
      @DanReynoldsAudio Місяць тому

      I did apologize for the fan noise in the description 😅

    • @Xperto_
      @Xperto_ Місяць тому

      @@DanReynoldsAudio just kidding lol

  • @DavideCastagnone
    @DavideCastagnone Місяць тому

    Hey Dan, super interesting. I tried that during the last days and this feature is totally a game changer, very curious to see the next updates. Usually i create widgets or editor utility widgets but in this way, will be interesting to have a ready tool in our hands, thanks

  • @DanielGrayMartines
    @DanielGrayMartines Місяць тому

    спасибо, правда интересно.

  • @TheSoundFXGuy
    @TheSoundFXGuy Місяць тому

    I've been using this constantly. Great for checking levels with a ducking system implemented, finding rogue sounds that might have an attenuation missing, debugging audio options menu sliders, and the list just goes on and on. Far more informative than the Editor Utility Widget that was posted a while back in the community forums.

    • @DanReynoldsAudio
      @DanReynoldsAudio Місяць тому

      Awesome, yes. It's great to see community members make new tools with Editor Utilities, but nothing beats a first-class tool. And it will only get better over time!

  • @vinnieshuda
    @vinnieshuda Місяць тому

    omg. im in love :D omg submixes, graph, volumes, peaks... can be this more perfect?! ^^

  • @lucaluigi3571
    @lucaluigi3571 Місяць тому

    crazy stuff

  • @TSA_CoRe
    @TSA_CoRe Місяць тому

    Thanks a log, I was struggle with the fact that my Camera wasn't in the volume until this video. Thanks :-)

  • @VK-1998
    @VK-1998 2 місяці тому

    How did you connect MusicPlayer node to GET node? When I create GET node it doesn't have a pin for the music player.

  • @markguilard
    @markguilard 2 місяці тому

    You made a perfect tutorial! You are great!

  • @tony5D
    @tony5D 2 місяці тому

    Clever, thanks! Is there a way to make the Wave Player just play in reverse without having to make a reversed version of the sample?

    • @DanReynoldsAudio
      @DanReynoldsAudio 2 місяці тому

      No, the amount of work required to make it so outweighs the demand for such a feature. Additionally, it would not be cheap on your runtime memory.

    • @tony5D
      @tony5D 2 місяці тому

      @@DanReynoldsAudio Fair enough, thanks!

    • @DanReynoldsAudio
      @DanReynoldsAudio 2 місяці тому

      @@tony5D There may be some alternatives in the future. For example, if you have a short sound, you can already use the WaveTable assets and nodes. But generally to do something like this you need to decode the entire file into a giant table, which again as stated above is not cheap on runtime memory for things like whole songs. If all you're doing is music stuff, then you probably have space, but if it's for a game, that's more complicated. My method has the same result, but it a bit cheaper and uses the stream cache and is only playing two files during the very short crossfade moment.

    • @tony5D
      @tony5D 2 місяці тому

      @@DanReynoldsAudio Thanks Dan. I’ve been making something a little like Digitakt in Unreal so was hoping for a checkbox to reverse one shot samples in WavePlayer or similar. But I was assuming the sample is already in memory and it’s just a case of setting start time and playback direction, so it’s helpful to know that’s not the case!

    • @DanReynoldsAudio
      @DanReynoldsAudio 2 місяці тому

      @@tony5D Use the WaveTable. You can create a WaveTable from your SoundWave samples and there are a bunch of wavetable related nodes for using them, I think there's a way to play them backward.

  • @Calliebonker
    @Calliebonker 2 місяці тому

    This is really cool Dan! Is there any chance you can go into more detail on how this effect was achieved? It would be really helpful for a project I am working on currently

    • @DanReynoldsAudio
      @DanReynoldsAudio 2 місяці тому

      I think the only thing I glossed over was the safe seek, that's just clamping my seek times because I'm adding one buffer to my seek time since the playback values are delayed by a buffer.

  • @brianmichaelfuller
    @brianmichaelfuller 2 місяці тому

    Sweet!!

  • @nicholassinger3153
    @nicholassinger3153 2 місяці тому

    Thanks for this! Is there a way to set loop regions for samples within the fusion sampler? So we can use it for sustained notes?

  • @maiworld_
    @maiworld_ 3 місяці тому

    super dope. let's go

  • @pamparam3495
    @pamparam3495 3 місяці тому

    Frankly speaking too much blah blah

  • @musicoasis4904
    @musicoasis4904 3 місяці тому

    I knew I missed some important tutorial ... lol

  • @MattSpendlove
    @MattSpendlove 3 місяці тому

    Aha, nice! And so, the higher level tooling begins :) It’s a great start but I suppose one of the issues now vs a DIY patch is we start to compare to DAW soft samplers etc and by that metric this is pretty rudimentary. Still, I look forward to digging in. One obvious feature that’s missing for me is varying step lengths per sample for poly meter goodness. Thanks for the intro Dan.

  • @primitivepatterns
    @primitivepatterns 3 місяці тому

    Sweet vid! Is it possible to change the hits in each row from in the game somehow?

  • @britnirausch
    @britnirausch 3 місяці тому

    oh heck yeah 👀

  • @GuitarWisdom
    @GuitarWisdom 4 місяці тому

    If only this could've made it into 5.3. I made my own single sample player that functions, but it's unsatisfying without midi and I don't think I will do the work to try making it multi sample.

    • @DanReynoldsAudio
      @DanReynoldsAudio 3 місяці тому

      All the 5.4 stuff is a result of the huge efforts that went into Fortnite's Big Bang and the release of LEGO Fortnite, Rocket Racing, and Fortnite Festival last December. Thankfully, 5.4 release is just around the corner!

  • @TheSoundFXGuy
    @TheSoundFXGuy 4 місяці тому

    I totally missed the right click create fusion patch. Thank you so much for pointing that out.

    • @DanReynoldsAudio
      @DanReynoldsAudio 4 місяці тому

      Super sneaky! Same for me. Had to ask one of the Harmonix folks!

  • @brianmichaelfuller
    @brianmichaelfuller 4 місяці тому

    I know what I’m doing this weekend! 🎉

  • @ashoakenfold
    @ashoakenfold 4 місяці тому

    Not sure if I missed it, but can you dynamically add/remove notes to the step sequence at runtime?

    • @DanReynoldsAudio
      @DanReynoldsAudio 4 місяці тому

      You can during preview, I THINK you can during runtime though I'm not sure. The Step Sequencer is basically the same step sequencer in PatchWorks, so I suspect yes.

  • @danieljcage
    @danieljcage 4 місяці тому

    Sweet!

  • @lucaluigi3571
    @lucaluigi3571 4 місяці тому

    CRAZY STUFF thanks

  • @rayner8330
    @rayner8330 5 місяців тому

    AMAZING! Thank you Dan. Do you have any more information on how to import markers as cues in metadata in other DAWs that the metasounds can read?

  • @MaraldBes
    @MaraldBes 5 місяців тому

    Great another vid from the source.. keep them coming! Btw Your keyboard hits are killing my subwoofer. I would high pass this video around 80 hz as your hits are really really hard.

  • @johnoestmannmusic
    @johnoestmannmusic 5 місяців тому

    Awesome stuff - thanks Dan!

  • @readylive8289
    @readylive8289 7 місяців тому

    Cool 🆒

  • @masahiropokoaoki984
    @masahiropokoaoki984 7 місяців тому

    It’s very very cool!!! Thank you so much!!!👏👏👏👏👏👏👏

  • @cabab
    @cabab 8 місяців тому

    hello Dan!! I wanna ask a question that if there have any function like RTPC in UE5.3???I want to use game parameter such as Time or Degree to control some parameter in MetaSound. I knew there has a Modulation system, but it seems can only control four parameter listed in audio settings(Volume, Pitch, LPF, HPF), I just wanna a custom curve, and the game parameter can map to it, and map out a value to metasound, or the opposing situation(oh the watch output node already done that work hahaha), if there doesn't have this function, my team will develop a MS node that could make MetaSound could choose a custom curve asset, and map a float value from game parameter to metasound. need some tips!!!

  • @KerupukKeju
    @KerupukKeju 8 місяців тому

    Your vids are so helpful! I thought it'd be easy to transition from VCV Rack but it's been a big struggle. I think I'd like to put together a wave defence prototype where different enemy types influence different note probabilities + the total amount of enemies influences the rest probability. Would probably end up sounding like a mess but it just seems so neat in my head!

  • @rayworksvr
    @rayworksvr 10 місяців тому

    Hi Dan, first of all I want to thank you for all Quartz and Metasounds videos you have made. They have been a great source of inspiration and help for me. I’m developing interactive music game and Quartz takes care of whole music system. I have slow-motion feature in game and I would like to change pitch of all audio files when slow motion happens. (slomo can be triggered any time) When I’m trying to change bpm of Quartz clock during runtime to match bpm of pitch shifted audio files, Unreal (5.1) crashes. Do you have any solution for this?

    • @DanReynoldsAudio
      @DanReynoldsAudio 10 місяців тому

      Definitely submit a bug report: www.unrealengine.com/en-US/support/report-a-bug

  • @tsound_
    @tsound_ 10 місяців тому

    As a percussionist learning UE5 to bolster my audio implementation abilities, I super appreciate this demo! I wonder how this would work with something like Reich’s “Drumming” where the phase isn’t sudden and is a smooth shift over time eventually landing on a new cohesive pattern?

    • @DanReynoldsAudio
      @DanReynoldsAudio 10 місяців тому

      Sounds like it could be a great experiment/exercise to learn more about MetaSounds!

  • @JeshuaW
    @JeshuaW 11 місяців тому

    I think a lot of folks would be more open to metasounds if it was marketed as one part of a larger audio ecosystem. It's not a replacement to Wwise, but an addition to your design workflow. I do hope that Epic begins to focus on mixing games with UE audio in the near future. Managing large sets of files, bussing, and the like gets really confusing with all the places things can be overridden. A true audio mixer view is what we need to replace soundclasses. Additionally setting params with strings/names in the metasound graph just seems ripe for error on large teams. I love studying metasound in my free time, but I don't see an easy path of integrating it with dozens of audio designers at work on a project without lots of policing in its current form.

  • @sulleyyyy11
    @sulleyyyy11 Рік тому

    Hi Dan, thanks for your really great work and it really helps me with designing the fundamental pipeline of auido system for a new project. I have a question regarding the LOD Color Point Hash Width and LOD Color Point Hash Distance at about 20:00 of this video. It eludes me that what exactly the "distance" here means. As far as I understand it, the Width here refers to the width of the spatial area split by some algorithm, say KD Tree or something. However, between what and what does the "Distance" refer to? Is it between the camera (or listener) and the player? Or between the camera and the spawned audio instance? If it is the latter, how an audio instance can be spawned before we actullay know WHICH auido is supposed to be spawned, in that the system will first check the density of some object in some area? BTW, another question arises here: how does the process of examining the density of something in an area work? Does the system use a sphere centered at the player with some radius to dynamically detect the color points within this sphere?

    • @DanReynoldsAudio
      @DanReynoldsAudio Рік тому

      I might make a special video on this in the future, but until then, check out the Color Point explanation I give in this presentation: ua-cam.com/video/99uP2WuU2Jo/v-deo.html

    • @sulleyyyy11
      @sulleyyyy11 Рік тому

      @@DanReynoldsAudio Wow, it's really a detailed presentation. I will go through it. Many thanks Dan! ;)

  • @cabab
    @cabab Рік тому

    GGGreat video!but I have a question, is there any different from Metasound Patch and Metasound Preset?? When I create the Preset, I found it will automatically create the graph that I can use in other Metasound Source. In this case, maybe it's no necessary to create patch??

    • @DanReynoldsAudio
      @DanReynoldsAudio Рік тому

      A MetaSound Patch is a sub-graph with arbitrary ins and outs. A MetaSound Preset is a variant of a MetaSound Source with different Input data.

    • @cabab
      @cabab Рік тому

      @@DanReynoldsAudio Thxxxx!!! I think I figure it out

  • @hugodecarvalho4556
    @hugodecarvalho4556 Рік тому

    That's really helpful, thank you so much !

  • @w9w9bc
    @w9w9bc Рік тому

    [quest1] Are the Middleware (Wwise) assets not linkable, and if not, when will you release a version that is? [quest2] Can this feature be utilized to solve environmental changes and time changes in parameters?

  • @GrandpaTheobald
    @GrandpaTheobald Рік тому

    Thanks a lot for the video! :) Plenty of useful information here and notions to experiment with^^ I have a question regarding the Parameter Patches: in the video you said that the Control Buses you added to your Patch are going to influence the property (the volume, in this case) of the Patch. Does that mean they'll affect the audio asset the patch is assigned to? And if that's the case, how? I expected to see a further curve on top, the one of the property of the patch itself, but seeing only the curves of the added Control Buses confuses me... Am I missing something? Did I get this the other way around? XD Many thanks! :D

    • @DanReynoldsAudio
      @DanReynoldsAudio Рік тому

      In the case of Volume, the curve-mapped values of the incoming Control Buses will be multiplied together. The curve types can be customized, so there's no point in a final curve re-mapping, that would only confuse the output values.

  • @lgrcen2008
    @lgrcen2008 Рік тому

    What is a cue point? How do you trigger one?

    • @DanReynoldsAudio
      @DanReynoldsAudio Рік тому

      It's a timestamped Marker embedded into your wav file's metadata. This video explains how you can use them.

    • @lgrcen2008
      @lgrcen2008 Рік тому

      @@DanReynoldsAudio Thx!

  • @V4LKoholic
    @V4LKoholic Рік тому

    Hey, thanks for the great tutorial. I got one question: Id like to implement wwise into this as wwise does offer more control over the instruments and we use it in the project already. Is that possible?

    • @DanReynoldsAudio
      @DanReynoldsAudio Рік тому

      Maybe AudioLink? I'm not sure I'd agree that it offers more control, but I'm sure you're more comfortable with it. Either way, you're talking about two different audio engines with two different feature sets.

    • @V4LKoholic
      @V4LKoholic Рік тому

      @@DanReynoldsAudio Thanks for the quick reply. To be honest i dont know much about game audio but I work with someone who is quite familiar with wwise :) I will have a look at that

    • @DanReynoldsAudio
      @DanReynoldsAudio Рік тому

      @@V4LKoholic Best of luck!

  • @noisegrindercn
    @noisegrindercn Рік тому

    According to 5.2 documentaion the Sound Class is a "legacy" system that will be replaced by this modulation yet I still have to utlize the default Sound Class in project settings to set default modulation... So I assume this will change?

    • @DanReynoldsAudio
      @DanReynoldsAudio Рік тому

      Sound Class Mixes are replaced by Audio Modulation. Do not confuse Sound Classes and Sound Class Mixes.

    • @noisegrindercn
      @noisegrindercn Рік тому

      @@DanReynoldsAudio Thanks for the clarification! So I assume Sound Classes will stay? The documentation says both are considered legacy and to be replaced though. (Can't paste the docs link here and it's titled "Audio in Unreal Engine 5")

    • @DanReynoldsAudio
      @DanReynoldsAudio Рік тому

      @@noisegrindercn Sound Classes are terrible for mixing, but there will always be a need to apply properties to groups of sounds. Sound Classes will be replaced with something else eventually.

    • @cabab
      @cabab Рік тому

      ​@@DanReynoldsAudio Is Sound SubMix can totally replace the Sound Class?It seem like that these two are similar.Actually and modulation system. Speak in my limited test experience in UE5, I found some differencen is that soundclass is a highest hierarchy,submix is below it but it can add lots of effects,and the modulation system is just for parameter control,no effect slot. But why not control the submix or the soundclass'parameter in Blueprint(maybe it's a dumb question...but need some tips!!)

    • @DanReynoldsAudio
      @DanReynoldsAudio Рік тому

      @@cabab Sound Classes are for applying property changes to large groups of sounds. Submixes are for post-processing rendering. Audio Modulation is a parameter control system.

  • @JeremySwigart
    @JeremySwigart Рік тому

    Is there supposed to be audio? I hear nothing

    • @DanReynoldsAudio
      @DanReynoldsAudio Рік тому

      No, this video was uploaded to share progress on a level design with some peers. This is from 10 years ago.