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Brian Michael Fuller
United States
Приєднався 10 чер 2013
Composer - Sound Designer - Fun Guy
UE5 Metasounds: Let's Make a Multitrack Audio Player with Dynamic Layer Control
In this video, I'll show you how to use Metasounds to build a quick and easy Multi-track Audio or "Stem" player into your project. I will also show you a quick and easy way to use Bleuprints to dynamically control the mix levels of the stems.
Whether you're a beginner exploring MetaSounds for the first time or a pro looking to refine your workflow, this video is your ultimate guide.
#unrealengine #Metasounds #GameAudio #InteractiveMusic #GameDevelopment #Tutorial #GameMusic #blueprints #GameAudioMixing #GameDevTips #AudioDesign
00:00 Intro
00:00 CONCLUSION
Feeling generous? Buy Me A Coffee!
www.buymeacoffee.com/fullertime
👍 **Don’t forget to Like, Share, and Subscribe for more tutorials and tips on Unreal Engine!**
Hit the notification bell so you never miss an update! Thanks for watching, and let’s make some epic sounds together!
Check out one of my latest audio projects in collaboration with the fine team at Studio Hermitage:
ourbrilliantruin.com/clawmoorheights
💬 **Got questions or tips of your own? Drop a comment below and join the conversation!**
******
My Website: www.fullertime.com
LinkedIn: www.linkedin.com/in/brian-michael-fuller
*****
I am a professional audio designer, media composer and sound designer for Film, TV, Media and Video Games.
C++ Entry Level Certified Programmer and WWISE Certified.
Hear some of my work on major TV Networks all over the globe. Featured on networks such as BBC, Fox, CBS, MTV, E!, Spike, Showtime, OWN, BET, France 5, ProSieben Maxx, RTL 5, Nickelodeon, History, Discovery, Animal Planet, and A&E.
Highlights include Our Brilliant Ruin Audio Drama, A&E’s Emmy Award Winning “Born This Way” as well as NFL’s Super Bowl 55 on CBS which was broadcast in 180 countries and was seen by 96.4 million people-including out-of-home viewers-across all platforms, including CBS, CBS Sports and NFL digital properties, Verizon Media mobile properties, and ESPN Deportes TV and digital properties.
Whether you're a beginner exploring MetaSounds for the first time or a pro looking to refine your workflow, this video is your ultimate guide.
#unrealengine #Metasounds #GameAudio #InteractiveMusic #GameDevelopment #Tutorial #GameMusic #blueprints #GameAudioMixing #GameDevTips #AudioDesign
00:00 Intro
00:00 CONCLUSION
Feeling generous? Buy Me A Coffee!
www.buymeacoffee.com/fullertime
👍 **Don’t forget to Like, Share, and Subscribe for more tutorials and tips on Unreal Engine!**
Hit the notification bell so you never miss an update! Thanks for watching, and let’s make some epic sounds together!
Check out one of my latest audio projects in collaboration with the fine team at Studio Hermitage:
ourbrilliantruin.com/clawmoorheights
💬 **Got questions or tips of your own? Drop a comment below and join the conversation!**
******
My Website: www.fullertime.com
LinkedIn: www.linkedin.com/in/brian-michael-fuller
*****
I am a professional audio designer, media composer and sound designer for Film, TV, Media and Video Games.
C++ Entry Level Certified Programmer and WWISE Certified.
Hear some of my work on major TV Networks all over the globe. Featured on networks such as BBC, Fox, CBS, MTV, E!, Spike, Showtime, OWN, BET, France 5, ProSieben Maxx, RTL 5, Nickelodeon, History, Discovery, Animal Planet, and A&E.
Highlights include Our Brilliant Ruin Audio Drama, A&E’s Emmy Award Winning “Born This Way” as well as NFL’s Super Bowl 55 on CBS which was broadcast in 180 countries and was seen by 96.4 million people-including out-of-home viewers-across all platforms, including CBS, CBS Sports and NFL digital properties, Verizon Media mobile properties, and ESPN Deportes TV and digital properties.
Переглядів: 463
Відео
10 Powerful Metasound Nodes Every Audio Designer Should Know!
Переглядів 716Місяць тому
Top 10 Essential MetaSound Nodes Every Audio Designer Should Know! Save yourself hours of headaches by simply watching this video! Unlock the full power of Unreal Engine's MetaSounds with this in-depth tutorial on the Top 10 Most Important MetaSound Nodes! Whether you're a beginner exploring MetaSounds for the first time or a pro looking to refine your workflow, this video is your ultimate guid...
Unreal Engine Audio Modulation Demystified - Explain It Like A Mixing Engineer
Переглядів 557Місяць тому
Unreal Engine Audio Modulation: A Mixing Engineer's Guide Dive into Unreal Engine's audio modulation tools with a mixing engineer's perspective! Learn how Unreal's audio pipeline, specifically the audio modulation tools, parallel traditional soundboard mixing styles. Master dynamic sound design by blending your real-world mixing knowledge with powerful game audio tools. Perfect for those ready ...
Unreal Engine 5.5 - Audio Gameplay Volumes - How to add Reverb and Other Cool Audio Effects!
Переглядів 684Місяць тому
Ready to take your game's audio to the next level? In this tutorial, I'll show you how to use Audio Gameplay Volumes in Unreal Engine 5.5 to dynamically enhance your sound design. Learn how to create immersive environments with realistic audio effects that respond to in-game locations and actions. What You’ll Learn: • What Audio Gameplay Volumes are and how they work • Setting up dynamic audio ...
UE5: Metasound Output Watcher - A Must Know Feature for Awesome Music Visualization
Переглядів 9134 місяці тому
Unreal Engine 5.4 Metasound Output Watching | Beginner's Guide In this tutorial, I’ll walk you through the basics of Metasound Output Watching in Unreal Engine 5.4. Whether you're new to audio development or looking to enhance your skills, this video covers the basics of how to use Metasounds to send useful output data in real-time back to your Blueprints. By the end of this video, you’ll have ...
UE5.4: Metasound Output Watcher - DEMO [NO TALKING]
Переглядів 2734 місяці тому
I just wrapped up this super cool experiment with the new Metasound Output Watcher feature in Unreal 5.4... it's a game-changer for real-time audio visualization. Super fun to mess around with and really gets the creative mind going! Perfect for anyone wanting to dive into complex visual and musical interactions in their projects. In this sample, I hooked up the Metasound Outputs, with an envel...
Unreal Engine 5 Audio Crash Course - Your First 30 Minutes Using Sound
Переглядів 3,1 тис.5 місяців тому
Unreal Engine 5 Audio Crash Course - Your First 30 Minutes Using Sound Unreal Engine Audio Crash Course for Beginners | 2D & 3D Audio, MetaSounds, and Audio Components Welcome to this crash course on Unreal Engine audio! Whether you're a complete beginner or looking to brush up on your skills, this tutorial will guide you through the essentials of implementing audio in Unreal Engine. In this vi...
UE5.4 HARMONIX - Part 4: Drum Step Sequencer: Deep Dive
Переглядів 5496 місяців тому
UE5.4 HARMONIX PLUG-IN: STEP SEQUENCER Drum Machine DEEP DIVE This is the final video Part 4, of the Harmonix Plug-in Deep Dive Series. This is a prototype I made which allows the user to program the Step Sequencer in real-time! This walk you through the process of how to build it from scratch and use blueprints to dynamically activate each step. Like, share, and subscribe for more exciting Unr...
UE5.4 DRUM MACHINE BUILD - "PATCHWORKS STYLE" INTERACTIVE STEP SEQUENCER - DEMO
Переглядів 3816 місяців тому
UE5.4 HARMONIX PLUG-IN: STEP SEQUENCER Drum Machine DEMO!!! A little DEMO teaser for my upcoming video of PART 4 of the Harmonix Plug-in Deep Dive Series. This is a prototype I made which allows the user to program the Step Sequencer in real-time! Full walk-through coming soon! Like, share, and subscribe for more exciting Unreal Engine 5 tutorials and game development insights! Leave your quest...
UE5.4 HARMONIX - Part 3: STEP SEQUENCER DEEP DIVE - Make Your Own Custom Midi
Переглядів 6086 місяців тому
UE5.4 HARMONIX PLUG-IN Part 3: STEP SEQUENCER DEEP DIVE - Making Beats without A Midi File Part 3 of my Video Series deep dive into the new UE5.4 Plug-in, HARMONIX! This plug-in brings full MIDI capability to the Unreal Audio engine and unlocks a ton of new possibilities! We will talk about the STEP SEQUENCER and how to build your own midi patterns inside of Unreal. In this video I will re-use ...
UE5.4 HARMONIX - Part 2: FUSION SAMPLER DEEP DIVE - Let’s Sample A Tongue Drum
Переглядів 6647 місяців тому
Part 2 of my Video Series deep dive into the new UE5.4 Plug-in, HARMONIX! This plug-in brings full MIDI capability to the Unreal Audio engine and unlocks a ton of new possibilities! We will talk about the FUSION SAMPLER and how to build your own instrument library inside of Unreal. In this video I will sample my Tongue Drum and use it to play the midi file of “Flight of the Bumblebee” by Nikola...
UE5.4 HARMONIX - Part 1: MIDI Deep Dive Part 1
Переглядів 1,4 тис.8 місяців тому
Part 1 of my Video Series deep dive into the new UE5.4 Plug-in, HARMONIX! This plug-in brings full MIDI capability to the Unreal Audio engine and unlocks a ton of new possibilities! Whether you're a seasoned developer or just starting out, this video will guide you through the essential steps and concepts needed to take your game's audio to the next level. Like, share, and subscribe for more ex...
Metasounds: 15 MUST KNOW Power Tips for Unreal Engine Audio
Переглядів 1,3 тис.8 місяців тому
Are you ready to take your Unreal Engine projects to the next level with Metasounds? In this video, we dive deep into the top 15 power tips that the pros are using to enhance their audio experiences. Whether you're a seasoned developer or just starting out, this video will guide you through the essential steps and concepts needed to take your game's audio to the next level. Like, share, and sub...
UE5.4 METASOUNDS - HARMONIX PLUGIN - MIDI IS HERE! Game Changer!!!
Переглядів 9758 місяців тому
Unreal Engine 5.4 brings us MIDI with the Harmonix Plug-in... and all I have to say is WOW!!! This is really going to make music making inside Unreal next level!! Here is a quick teaser. In this video, I used two different midi files to generate specific balls related to each pitch when that note is triggered. More Harmonix Plug-in training coming!!! Like, share, and subscribe for more exciting...
METASOUNDS: HOW TO SYNC MUSICAL WEAPON SFX's WITH A BEAT! UNREAL 5 - QUARTZ CLOCK - DEEP DIVE
Переглядів 1,3 тис.8 місяців тому
In this Video I show you how to USE A QUARTZ clock inside the Unreal Engine 5 to Perfectly Synchronize Musical Weapon sounds with a beat. We will use. aFlamethrower that had a pulsing synth sound that loops in perfect time after the player fires and holds the trigger. Quartz, is the way that Unreal allows you to play perfectly “quantized” or synced frame accurate audio within the Metasound ecos...
METASOUNDS: A MUSICAL FLAMETHROWER THAT SYNCS WITH THE BEAT! UNREAL ENGINE 5 - QUARTZ CLOCK
Переглядів 1,4 тис.9 місяців тому
METASOUNDS: A MUSICAL FLAMETHROWER THAT SYNCS WITH THE BEAT! UNREAL ENGINE 5 - QUARTZ CLOCK
UE5: How To Connect Metasounds to Widget Buttons - Make Simple and Quick User Interfaces
Переглядів 85810 місяців тому
UE5: How To Connect Metasounds to Widget Buttons - Make Simple and Quick User Interfaces
UNREAL ENGINE 5: Your First QUARTZ Clock! Perfect Audio Syncing Every Time.
Переглядів 2,1 тис.10 місяців тому
UNREAL ENGINE 5: Your First QUARTZ Clock! Perfect Audio Syncing Every Time.
METASOUNDS: Control Bus Mixes - Use a Widget Knob to Modulate a Control Bus. Low Pass Filter Example
Переглядів 96310 місяців тому
METASOUNDS: Control Bus Mixes - Use a Widget Knob to Modulate a Control Bus. Low Pass Filter Example
UE5 METASOUNDS - MORPHING AUDIO: “Interp To” & “Crossfade” nodes EXPLAINED!
Переглядів 1,5 тис.11 місяців тому
UE5 METASOUNDS - MORPHING AUDIO: “Interp To” & “Crossfade” nodes EXPLAINED!
UE5 METASOUNDS - THREE NUANCED BLUEPRINT NODES EXPLAINED : Play, Create and Spawn Sound 2D
Переглядів 1,7 тис.Рік тому
UE5 METASOUNDS - THREE NUANCED BLUEPRINT NODES EXPLAINED : Play, Create and Spawn Sound 2D
UE5 Metasounds: Dynamic Music System and FREE Asset Pack - featuring The Sound FX Guy
Переглядів 853Рік тому
UE5 Metasounds: Dynamic Music System and FREE Asset Pack - featuring The Sound FX Guy
1000 SUBSCRIBERS & FREE INTERACTIVE TENSION MUSIC ASSET PACK
Переглядів 577Рік тому
1000 SUBSCRIBERS & FREE INTERACTIVE TENSION MUSIC ASSET PACK
Eleven Awesome Ways To Mix Audio in the UNREAL ENGINE 5.3: From Easiest To Most Complex
Переглядів 2,9 тис.Рік тому
Eleven Awesome Ways To Mix Audio in the UNREAL ENGINE 5.3: From Easiest To Most Complex
Metasounds Advanced Song Arranger Tips! How to Make an Interactive Score With Only One Audio Track
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Metasounds Advanced Song Arranger Tips! How to Make an Interactive Score With Only One Audio Track
Metasound Design: Create a Sci-Fi Laser Gun From Scratch Using Sine Waves and FM Synthesis
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Metasound Design: Create a Sci-Fi Laser Gun From Scratch Using Sine Waves and FM Synthesis
UE5 METASOUNDS : Audio Bus Ducking and Side-Chain Compression
Переглядів 2 тис.Рік тому
UE5 METASOUNDS : Audio Bus Ducking and Side-Chain Compression
Metasounds: AUDIO BUS & SOURCE BUS - Grasp This Concept in 10 Minutes!
Переглядів 1,5 тис.Рік тому
Metasounds: AUDIO BUS & SOURCE BUS - Grasp This Concept in 10 Minutes!
Metasound Source Bus - 3D FM Radio Simulation DEMO! Pretty amazing Stuff! UE5.3
Переглядів 260Рік тому
Metasound Source Bus - 3D FM Radio Simulation DEMO! Pretty amazing Stuff! UE5.3
Metasounds - Creating Aux Sends - Reverb & Delay w/ 3D Knobs & Visualizer - Unreal Engine 5.3
Переглядів 1,1 тис.Рік тому
Metasounds - Creating Aux Sends - Reverb & Delay w/ 3D Knobs & Visualizer - Unreal Engine 5.3
Thanks for the nice tutorial. By the way, regarding “How to make a MetaSoundPatch” at around 4:13, there was no video in the list of videos in the overview section of this video that shows how to make a MetaSoundPatch. If you don't mind, could you tell me which video I should watch? Thanks!
@@Katu_Dooooon ua-cam.com/video/5r-RbuaYa2M/v-deo.htmlsi=gKBXcGiLxP5GCgs2
@@brianmichaelfuller Thank you very much! I learned the importance of keeping the nodes tidy and reusing them!
feels illegal to watch this for free, thanks a lot Brian! great arrangement too! we are lucky to have you mate :)
@@aktasluna you can always buy me a coffee!!! lol
Stellar explanation as always.
I've been looking exactly for that video! Coming to UE with Unity experience and I must say it's been pretty tough, thanks for sharing your knowledge great video, instant subscription from me! Keep it up!
@@StaSioN666 thank you and welcome to Unreal!!!!
Amazing and engaging tutorial, I think it does a better job in teaching Unreal audio than most other vids I watched including those done by Epic Games themselves 👍 Thank you for your work
@@gregoryg3109 thanks for your kind words!
Hey Brian, many thx for a lot of very useful tutorial videos on your channel, esp. your "Metasound Basics" series (all parts). Brian, do you know how to do not only stereo but also 8ch multi channel audio on Unreal >= 5.5 by using MetaSound feature (I managed this last we for my 1st time) and even better by using the "Sequencer" window with more than two, three or four "stereo" audio tracks, routed to a pair of different audio channels each, assuming you've an audio interface with e.g. 8-ch output so audio 1 goes to ch1 and ch2, audio 2 goes to ch3 and ch4 and so on? Regards, Martin
@@martinhullwegen1005 I know you can set Metasounds to up to 8 channels (via 7.1 surround) but I’ve never personally done that. A buddy of mine has and had success
@@brianmichaelfuller Yep, I've also had success with that (using MetaSound) as well (as your buddy had). It also worked for me to drag and drop the MetaSound into the "Sequencer" window to distribute mono or stereo to dedicated (up to 8) channels configured at MetaSound "flow chart" level. Now I'm looking for a more general way to solve this in the sequencer per track in a more permanent and more easy way, so without MetaSound. If I ask a GPT, there should be a properties context-menu via right mouse button to send e. g. a stereo audio track to dedicat channels to choose from a 7.1 (8ch) sourround setup, but this is probably not true or not available in UE5.5. Any ideas about this and perhaps this topic is very interesting? Btw, the ESI GigaPort EX is a smart 8ch USB audio interface to play with (comes with up to 8 channels and ASIO support)...
Hey Brian, do you know what the intended way is to have a unique reverb per audio source / metasound? I'm trying to create a dynamic reverb system, but don't really have a lot of experience in unreal's audio framework. Currently I am creating a submix per audio source that requires it's own reverb, but that seems expensive to do. So is there any other way to have a 'reverb effect' that is applied to a specific audio source, and without using audio volumes?
@@makyuri154 I’m not sure exactly what you are trying to accomplish as having a unique reverb for each source will get extremely expensive on CPU. But you could setup 3-5 reverb effect Submixes and dynamically route your sounds to each one using submix send overrides
@@brianmichaelfuller Thanks for the quick reply! I'm trying to create something similar to Steam Audio, so semi realistic acoustics. In my case if a spatialized sound source is playing in the world, I want to give it a reverb that changes dynamically depending on the surounding geometry along the path it takes to the player. I tried creating submixes dynamically for each active sound source in close proximity during gameplay, similar to how we normally set this up in the editor, but this does not seem to work. I'm also not sure if submixes are the best way to do this as it seems that it's meant to route multiple audio sources to a single submix instead of one submix per source. Edit: Or maybe I'm kinda stupid to think that we require different reverbs per audio source instead of one "main" reverb that changes depending on the player's surounding geometry, and just route all sounds to that? I'm not sure how this will sound if the player is in a small room with non reflective materials, and an audio source nearby that plays in a large room full of metallic materials, where both rooms are connected with a corridor.
All my level sequences stopped working after I installed this plugin. Wasn’t fixed after I uninstalled it either 👍
Why would I use this?
Many thanx. Brian, do you know how to create a multi-audio channel setup in Unreal Engine >= 5.5, I mean a 5.1 or 7.1 channel setup for a surround sound gaming experience?
Thank you so much for these videos!
Hey Brian, Really appreciate these videos going over the basics. Thank you!
awesome tutorial
Brian, I am very happy to have just found your channel and this video. What do you think: Is it possible to route mono or stereo autio to a multi channel audio layout in unreal engine 5.x.x? I have serveral semi (esi gigaport ex interface) and professional audio interfaces (steinberg ur116c, RME, ...) for my win 11 pc with e. g. 8 mono (= 4 stereo) channels and I would like to route an endless backgroiund audio loop to ch1+ch2 as a stereo audio while the other 6ch (ch3 to ch8) should be used for speech or sound fx. Is this possible in unreal engine 5.x and can this be rendered also to a MP4 video file with 8 channel audio (as i can do by using external tools like ffmpeg)? Do you have any experience with this? Regards, Martin.
I think you would have to expand the engine code via C++ to accomplish what you are talking about. May be a good question to ask In the Unreal Source discord audio channel!
can make simple video for example created wwise sound " single sound" put it on UE and cook it that is , i didnt find the sound inside UE
Just wanted to say you have really great and informative videos. I appreciate you sharing this knowledge as I was really interested in MetaSounds.
Really appreciate the hardwork After this course will i be able to create background music for games and walking noise and all that
@@FlashFeed-rox You would probably need to watch a lot more of my videos to be able to do all of that. This series is just an introduction to how Metasounds work inside Unreal.
Hey! Your videos are always a great resource. I have been looking into something similar to this and some other real time parameter changes but I want to control multiple metasounds with a single "knob". Not sure how to approach this since I think setting those variables in EVERY metasound might get a bit tedious and there should be a more efficient way? I need to be able to control, the numbers like this and not just rely on one preset LPF to trigger on or off, but on multiple different sounds. Thanks!
@@YeguesSchettini you can use a single control bus to feed unlimited Metasounds at the same time. It’s very scalable
@@brianmichaelfuller Thanks! I'll need to dig in a bit more and test that. Hard to remember all the different kinds of busses and what I can manipulate dynamically!
@@brianmichaelfuller Hey! I did figure this out but I have a new question and the UE forums and documentation isn't helping. I see the "modulation" settings for volume/pitch/pass filters, but I don't see anywhere for the control bus for "pan" to get routed to. Only spot that didn't bounce a warning was under "pitch routing" but that just ended up effecting pitch, not panning. Thanks!
i followed ur steps but guess what i dont get WWiseAudio folder 6:27 all i got just the bank file in content 😭
excellent tutorial, your presentation is SO logical and comprehensible, exactly what I needed to create something similar I am working on... I'm wondering how you'd stop the synth from playing after you start it. There is a Stop input in your MS Synth BP but it isn't connected to anything in the level BP and doesn't seem to function...the synth starts up again after a period of time after triggering the stop input.
Thank you! Your explanations are clear and informative, very useful for someone (like me) who starts working with audio! Just a minor comment - you are changing settings in reverb effects inside Engine folder. This can lead to bugs if you work with a team (and source control) or if you reinstall the engine. Better practice is to copy these files to Content (project folder) and modify them there ;)
THX! Great videos!
Thanks for teaching me metasounds over the past year! Im using it to emphasize the stealth moments in my game ;)
awesome content Brian!
Thanks Brian 👾🔊
damn this hard 😶😶
Bit late to this but it's so cool! I am wondering what function I would have to make to reset the boxes or MIDI Step Sequencer as mentioned at the end of the video. I'm still a little poop at this just now, sorry.
Hi Brian! First, thanks for your great tutorials! I've been loving them as I transition to UE/MetaSounds. Secondly, I'm curious how would you set this up to retrigger the fire/sparks sounds after stopping them. Since the MS is auto-activated on the BP, once the sound completely fades out, the MS graph stops and the sound is cleaned up. But there's nothing to reactivate it since our Execute Trigger Parameter node only tells it to switch between fire and sparks, but not to re-spawn a new sound. Thanks for any help you can provide! 🙏
The two most common ways to do this are either use trigger boxes, which trigger an action when the player walks into it or you could use attenuation so that when the player gets close enough to the sound, it will spawn
Sir What should I do if my audio playback button is on the second UI interface?
hi thanks for the kind tut, heres a newbie in unreal 5 sound stuff and thing is i get this setting at 4:46 but this doesnt work quite properly with panning i suppose if i looking at the object directly it works fine but if facing the opposite side of the obj or left/right the high frequency gets back any assumption? even i set the specialization to binaural its the same what am i missing here?
Really enjoying your tutorials But I do have a lot of problems with blueprint binding, would like some more engineering details on triggering events, thanks a lot. The lesson was important but it was too fast and I didn't have a very clear idea about the console of the object, maybe I'm just too stupid, thanks again for your work!
Check out some of my other videos too! This video is just a small piece of the whole puzzle!
Yep, cool. Like the legacy AudioVolumes. But how do you add ambient sound loop soundcue when entering and exiting with fade in and out?
Amazingly helpful! Thank you so much.
DUDE! Thank you!
Your channel is awesome and it's a great help with what I'm currently working on, along with chatgpt. Do you know if there's a way to stop the audio quantized to the clock.. i.e. stop the audio at the end of the bar instead of abruptly? I see you made it fade out which is a possible solution.
@@snook-official you could set up a stop trigger in your MetaSound that fires on a timed repeat trigger
@@brianmichaelfuller Thanks for the response, I actually did this just by triggering the looping function off when the player leaves the collision, when looping is disabled the audio will play to the end of the clip and stop
Fantastic tutorial...makes WAY more sense to me than Dan Reynolds' videos.👏👏
@@JohnToenjes Dan’s video is more of a deep technical explanation of how it works under the hood and the problems of multi threading that it solves. Mine is more of a “here’s how you can use it quickly”
At 19:16 why do you use LERP and Interp for the Flute fade rather than just using a simple timeline that sends a float value from 1.0 to 0.0? Seems unnecessarily complex??
@@JohnToenjes you can do either
Hello, ive no idea about audio stuff but i have a challenge that i wanna solve - i have a full song split into 5 parts (not equal parts), the song is 129BPM, i wanna play parts one after another like 1 2 3 4 5 - but its tied to gameplay, if player doesnt finish what is happening on screen while 2 is playing it will restart etc, i also need transitions between 1 2 3 4 5 to be on beat - having trouble how to do it correctly - just play with "correct" start tiome fails cause of decync on game thread and there are little gaps and delays so its not seamless, ive got a clock, ive got my sounds separately (idk if they are prepared right - i didnt count anything just cut with my blind ear how they sound, they dont overlap), ive got my subscribed events which return bars and beats but no luck - sorry for messy question :D any idea?
@@TunaFunDev watch my video on repeat triggers nodes… you’ll want to create a 5 way gate with looping triggers that open and close based on gameplay… and the file that plays will be determined by which gate is open. All of this can be done inside of one metasound
@@brianmichaelfuller ill take a look, thanks!
@@brianmichaelfuller I managed to make it work with a single wave player and an int for id / array of wav files, on finish i either play next part of song or play the previous one again based on id thats being updated somewhere while its playing. thanks!
@ wonderful!!! Lots of ways to do great things in Metasounds!!
Thanks Brian, interesting overview. i realized now that I never used the node MODULO. I will experiment with that. Thanks
I've been looking for this for hours. Thank you.
Thanks for this amazing tuto tips. Happy new 2025 and I hope you still making videos like this. You're great.
Great tips, thanks!
Gold, as usual. That one shot interface situation had me tearing my hair out when I started on UE, wish I had this video then!
Always super useful. Thx Brian!
how you add attenuation through walls and other openings. Is it possible.
Check out my video on occlusion
Amazing!!! Thank you!
It's almost Christmas now.
I was just thinking that!! lol
great video
Thank you, this is very helpful
Good explanation about audio routing using control buses, before in UE4 we did it using Sound Classes. Thanks for your time.