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Valkyrie Sound
United Kingdom
Приєднався 22 лип 2015
Welcome to Valkyrie Sound, a place to find audio tutorials for Unreal Engine 4.
FM/AM Radio in Unreal Engine 4
In this video we reproduce an analogue AM/FM radio, with options to tune in to different radio stations and adjust the volume.
As requested by Fish Zom - I hope it was worth the wait!
References:
Blockout Tools Plugin, Dmitry Karpukhin: www.unrealengine.com/marketplace/en-US/product/blockout-tools-plugin
Stylized Character Kit: Casual 01, ROCKETARTS: www.unrealengine.com/marketplace/en-US/product/stylized-male-character-kit-casual
Images:
Radio: unsplash.com/photos/8e0EHPUx3Mo
Music:
All music by Valkyrie Sound
As requested by Fish Zom - I hope it was worth the wait!
References:
Blockout Tools Plugin, Dmitry Karpukhin: www.unrealengine.com/marketplace/en-US/product/blockout-tools-plugin
Stylized Character Kit: Casual 01, ROCKETARTS: www.unrealengine.com/marketplace/en-US/product/stylized-male-character-kit-casual
Images:
Radio: unsplash.com/photos/8e0EHPUx3Mo
Music:
All music by Valkyrie Sound
Переглядів: 3 109
Відео
UE5 MetaSound and Animalese
Переглядів 2,8 тис.3 роки тому
We all want to be able to talk to animals. Well now you can! Metasounds Animalese! The secrets… revealed! Goat whisperers galore. Files: Download the audio (and silence!) here: tbf.me/a/CUVPO6 References: UE4 Typewriter Effect Tutorial: ua-cam.com/video/IoElP38g7k0/v-deo.html Localisation: Jenna Stoeber does a really examination of the reasons behind Nintendo’s localisation of Animalese, and wh...
UE4 Quartz: Death & Music (Part 2) - Detect & Fade
Переглядів 1,4 тис.3 роки тому
In this tutorial we add nodes to detect nearby zombies, tell our Quartz BP what to do when there are no zombies left, and build a fade manager to control how music layers are removed. We test it all out and set the ground for the motion tracker that we’ll build in the next tutorial. Link to Free Music: tbf.me/a/BSR7jL Created by Valkyrie Sound using free VST instruments from plugins4free.com/in...
UE4 Quartz: Death & Music (Part 1)
Переглядів 3 тис.3 роки тому
In this tutorial we start setting up UE4’s Quartz to remove a layer of music every time we kill a zombie. We'll go on to use it to power an Aliens-style motion tracker and to update our in-game HUD. Link to Free Music: tbf.me/a/BSR7jL Created by Valkyrie Sound using free VST instruments from plugins4free.com/instruments/ References: Time signature - en.wikipedia.org/wiki/Time_signature Mod calc...
Vehicle Engine Audio | Unreal Engine Tutorial
Переглядів 12 тис.3 роки тому
An engine sound can make or break the game experience. But with so many variables to consider, how can we start to design the sound? In this tutorial, we keep it simple: by making small changes we can design sounds that appear more complex than they really are… Engine Sounds: You can download 3 engine sounds here: tbf.me/a/yZOtn References: ua-cam.com/video/L4GuM15QOFE/v-deo.html - GDC, GTA5, A...
ANNOUNCEMENT: EPIC MEGAGRANT
Переглядів 2,2 тис.3 роки тому
Epic MegaGrant for Valkyrie Sound - bowled over by the news! Thank you Epic Games for your support!
The Last of Us Part 2: Breathing System | Quartz + UE4
Переглядів 3,5 тис.3 роки тому
An update on the Breathing System, modelled on breathing a heartbeat system used in The Last of Us 2. In this video we use Unreal Engine's Quartz to play sounds, treating our Beats Per Minute like a heartbeat. We set up the Breathing System on the Player Character BP and look at how it behaves in the game as the Character responds to their environment. We also look at an NPC using the same Syst...
Spline Audio Blueprint: For Complex Spaces
Переглядів 5 тис.3 роки тому
Applying sounds to complex spaces and irregular shapes like rivers, roads, and pipes, can be time-consuming. Attaching audio to a spline instead can allow for better control of assets in unusual spaces. In this tutorial, we create a customised spline audio Blueprint, look at different ways to use it, and add several features so it can serve you better as a generic tool. References: Redesigning ...
UE4 and FMOD: Starting Out
Переглядів 8 тис.3 роки тому
An introduction to FMOD for UE4, with installation instructions, an overview of event types, and how to create assets to use in Unreal. Download FMOD: www.fmod.com/download FMOD Documentation (up to UE4.25): www.fmod.com/resources/documentation-ue4?version=2.0&page=user-guide.html FMOD Documentation (UE4.26): www.fmod.com/resources/documentation-ue4?version=2.1&page=welcome.html 00:00 - Intro 0...
The Last of Us Part 2: Breathing System | Unreal Engine Introduction
Переглядів 7 тис.3 роки тому
A first look at the latest version of a breathing and heart rate system based on the one used in The Last of Us 2, using Unreal Engine 4.26. In this video we look at the mechanics I've developed so far: all the parts that generate data to feed into our breathing system, from ambient to sprinting, vertigo, animations, stealth, one-shots, and forced breathing states for events and cutscenes. This...
Animation Audio: UE4 vs Blender
Переглядів 4803 роки тому
Audio for animations. In this video we create two traps inspired by Crash Bandicoot. We animate one using UE4's Blueprints, adding audio through a Sound Cue. We animate the other trap in Blender, using Anim Notifies to trigger audio. Which is best? Let's find out...
State of Play: Cyberpunk 2077, UE 4.26, Breathing System, 2021 Projects
Переглядів 5814 роки тому
Questionable performance in Cyberpunk 2077, drowning in Quartz in Unreal Engine 4.26, catching our breath with the Breathing System, and what’s yet to come in 2021… Not the video I planned to make - not the video I'd hoped to make. Welcome to the end of 2020, I guess.
Physics Audio | Unreal Engine 4
Переглядів 4,3 тис.4 роки тому
Throwing items around in Hitman 2 can be a lot of fun and often has some pretty interesting side effects. But can we replicate the setup in Unreal Engine 4? In this tutorial, we use UE4’s physics simulation to blend together item and surface sounds to tell the whole story behind each and every impact. References UA-cam Videos: Bjorn Jacobsen - Sound Design: HITMAN Season One Audio Features Expl...
Creating A Sense of Speed | Sound Analysis
Переглядів 1,7 тис.4 роки тому
Creating A Sense of Speed | Sound Analysis
Mini Series Part 5: Weapon Impacts | UE4 Audio Tutorial
Переглядів 7884 роки тому
Mini Series Part 5: Weapon Impacts | UE4 Audio Tutorial
Mini Series Part 4: Harvesting Mechanic with Sound Effects | UE4 Audio Tutorial
Переглядів 4894 роки тому
Mini Series Part 4: Harvesting Mechanic with Sound Effects | UE4 Audio Tutorial
Mini Series Part 3: Battle Chatter Sound Effects | UE4 Audio Tutorial
Переглядів 5304 роки тому
Mini Series Part 3: Battle Chatter Sound Effects | UE4 Audio Tutorial
Mini Series Part 2: Making A Motion Tracker, With Sound | UE4 Audio Tutorial
Переглядів 1,2 тис.4 роки тому
Mini Series Part 2: Making A Motion Tracker, With Sound | UE4 Audio Tutorial
Mini Series Part 1: Detecting NPCs (Setup) | UE4 Audio Tutorial
Переглядів 7214 роки тому
Mini Series Part 1: Detecting NPCs (Setup) | UE4 Audio Tutorial
What Is… Sound Cue Switch Node? (Bullet Time Audio) (UE4)
Переглядів 11 тис.4 роки тому
What Is… Sound Cue Switch Node? (Bullet Time Audio) (UE4)
Sound Design & Alien: Isolation - Part 8: Stings
Переглядів 1 тис.4 роки тому
Sound Design & Alien: Isolation - Part 8: Stings
Sound Design & Alien: Isolation - Part 7: Footsteps & Foley
Переглядів 2,2 тис.4 роки тому
Sound Design & Alien: Isolation - Part 7: Footsteps & Foley
Dynamic Forest Sounds | Valkyrie Sound UE4 Audio Tutorial
Переглядів 3,7 тис.4 роки тому
Dynamic Forest Sounds | Valkyrie Sound UE4 Audio Tutorial
Sound Design & Alien: Isolation - Part 6: Sound FX & Reverb
Переглядів 1,4 тис.4 роки тому
Sound Design & Alien: Isolation - Part 6: Sound FX & Reverb
Sound Design & Alien: Isolation - Part 5: Spawning Sounds
Переглядів 1,1 тис.4 роки тому
Sound Design & Alien: Isolation - Part 5: Spawning Sounds
I was to late to buy this plugin now is not available anymore is anything else besides this?
Such a wonderful video, even in 5.4
This was great! Thanks!
Amazing stuff!
This game is actually one of those rare gems, especially when talking sound design. It's 2024 and I think the game aged well and proved it's legendary status over the years.
The Alien AI is terrifying in this game, but it’s absolutely the overall atmosphere that creates the horror element for me. The creaks and howls of the station as it falls apart. The distant screams and cries of people being killed by the Xenomorph. The music peaking as it closes in on you, and either you die or you get a brief reprieve before the chase resumes anew. I love the Alien movie, but this actually terrified me like nothing else ever has. I had to nope out fairly early on, because my (very) vivid imagination was just screaming at me at some primal survival level that this was definitely a bad idea!
Hey man, just found your channel and I'm blown away by the quality of your content! Fantastic work on the tutorials I hope you're doing well :)
8 8. 8v ij
Hey dude, are you still doing stuff, you had some PEAK quality content.
Hope you’re doing good and all is well! Just found this channel and your educational content is magnificent! I love your style and these videos are really beneficial to the community! I wonder what you’d do with UE5… Anyway, hope you’re just busy with life, bro!
Actually for this will be better to just change pitch of sounds. Shorter and scalable
Thank you so much for this tutorial! ❣
Thank you for sharing this video! Great work!
It just repeats the first letter over and over again and doesn’t make any sound, any help?
It only plays the first letter sound when I leave the sphere, nothing I’m doing is changing anything
Awesome information, thank you!
the files is dead
question for you. regarding sound notifies, in say a montage, how does spatialization and attenuation work? does it actually spawn the sound at a bone or its always 2d sound?
I have an issue... In my options screen, I have a Master Volume, also other volumes like Music, SFX etc. But if I turn the music volume all the way to Zero and then exit the game, when I restart the game and pull that slidfer back up, there's no music. All other sliders seem to work. The music is a sound cue with all tracks inside that play at random. This cue is called at begin play from the main menu. So, it seems that as the game starts, if the music is loaded from save file at '0.00' volume value, it doesn't start playing? I've tried workarounds by checking if volume at '0.00' at begin play, and if so, change it to '0.01' or whatever, but nothing works. It will however start playing if I exit the game with the slider back above zero, and restart the game again. Do you have any idea what I could do to fix this please? Thanks
Additional info... I've also checked 'play when silent' on all Wav's and Cue's.
Nice video. The turbo sound effect in 2010's Need for Speed Hot Pursuit has always been the definition of "going fast" for me.
3:17 Audible pause as he checks to make sure a Clicker didn't break in his room
this is very helpful from a music production perspective. thank you
How can I get my audio tracker or the motion tracker INPUT firing with each and every NPC based on its proximity to the player? I dont just want the closest npc alerting my audio, I want multiple overlapping beeps depending on the distances Shall I assume I simply forgoe the closest LOS variable and replace it with "cast to Actor" Make array Get a copy And that becomes my new variable Divided by the LOS RADIUS variable used to trigger the motion tracker INPUT?
How do I get the beeps occurring with more frequency and also ensure the frequency constantly increases the closer my NPC gets ? My motion tracker seems to stop beeping once my NPC is close and in viewing range Ive actually created an over head camera and HUD , creating the visual side to the motion tracker How can i get the NPC distance showing up in feet in my widget I assume i can also just add this ability to my motion tracker actor, as oppsed the third player character
I'm wondering, as you created a music clue for each atmosphere you wanted to create, why exporting from Cubase channel by channel and not music by music?
Thanks for this really clear video 💪
Awesome walkthrough! Really useful even many years later. Thanks for the great content!
This is a great video in such an (unfortunately) niche topic. Thank you, I learned a lot!
This video is so informative thank you so much! What do you think of using Meta Sounds in UE5? I am loving it!
Hello, is "Trigger" now "Execute Trigger Parameter" in UE 5.1.1 ? also "Get Parameter Interface" does not exist any longer? cant get it to work in UE 5.1.1, no clue of how to trigger different inputs inside a MetaSound Preset
never mind, after two weeks of trial an error I found the solution
@@dubtube6691what was the solution?
Excellent, thank you.
Hey Great tutorial! I'm really excited to discover this.. not many videos on complex breathing systems. Everything seems to be working fine but the actual sound cue after state change does not play Ingame. The "SoundToPlay" variable is changing. This is using a beat of 4 because any other number messes the sounds up. Is this because of my sound components? I'm using actual breathing loop sounds. Best regards and thank you!
any1 know how to make it less abrubt?
I 100% agree. I've been playing video games since I was eight years old, and out of the hundreds of games I've played, no other game sound design and soundtrack has ever struck such a deep sense of fear in me before. No playthrough is ever the same and each time, I swear I notice more and more different sounds, creaks, even parts of the soundtrack that I don't remember hearing before. The game is ten times more terrifying because of it. It's a masterpiece.
The best tutorial for newbie gets into sound. Some practice and I'll be a junior in sound already :SS
Why do you set all the audios in Mono instead of stereo?
Good stuff man
The sound design of this game is terrifying, MUCH realistic
Hello engine audio link is dead
Love this series. I’m making a sci fi game so I’m wearing way too many hats. I wish I could spend more time on sound but this series has some gold nuggets to help me to increase the quality of the sound experience and therefore overall experience.
Subscribed. This was so very in-depth and well put together. No stone left un turned .
Thank you :)
7:41 you scared me... because here in Ukraine light is also swithching off that unexpectably.
Stay strong, Aleksandr, they will light up again and brighter than before 🇺🇦
1:27 You should say "or if you are from future and using UE4.27" that would be great :D
Thank you, great video
Thanks!
Hey, nice tutorial ^^ Do you have a good shop where we can find more rpm sounds than in the epic marketplace? I feel like I have searched the entire internet, but didn´t find any of them... My problem is, there are only a few good sounds in the marketplace, but that was it, if you need something special you won´t find, like small engines for cars under 1 litre or propeller airplane engines (like piper cub).
Hey Butter, you could try www.epidemicsound.com - not sure what their payment model is like though. www.crankcaseaudio.com might be useful to check out - not sure what their payment model is either but it might give you some ideas for generation / manipulation of assets when you get them.
@@valkyriesound3888 Thanks ^^ Currently I have 2 sounds and changed them with audacity to have more...
I have 3 selectable player characters, what can I do instead of cast to third person?
Oooh... in that case I'm guessing your player characters inherit from a shared parent? I've not worked on a setup like that but I believe the parent would be the cast target in this case.
Can I ask how you became interested in sound design? I am passionate about music and games and haven't given much attention to the ambience of games while growing up, but recently it occurred to me that music is just organized sound, so I've been playing closer attention to the sound of films/games. It feels like I am out of my comfort zone and am really curious what personally excites you about sound. I can definitely see your passion!!
That's a good way of thinking about music :') Organized sound - I like that! What gets me excited about sound is creating worlds. Watching a movie on mute, or playing a game on mute - there's a lot of information that gets lost, and I personally find that it's a bit harder to engage with it. Something I've thought about recently is how people with hearing loss interact with games - maybe certain frequencies are lost, like in tinnitus, or maybe there's an increased reliance on good UI design and visual signposting. There was a time when I thought 'Oh you could replace all the visuals of a HUD with audio' but really... that can cut quite a lot of people out of the experience. Which isn't what you asked lol but it gets me thinking about how we might approach sound differently... BTT: GTA5, Assassin's Creed, Blood Dragon, Skyrim - those games just made me sit up and go, 'Oh, what's going on here?' They're all different but they really draw you into their worlds and for me a lot of that is down to the sounds and how they're used. There's a sort of audio profile to every game - like Splinter Cell is going to sound different to Into the Breach, but maybe Splinter Cell shares some of its mood with Hitman... I don't know lol but probably because the sounds in these games sort of become a part of the genre as much as what weapons / vehicles / characters / dialogue is in the game. And ultimately a lot of that comes from film, which started it all really, and then imo scifi, especially horror and most especially SF horror, is where the boundaries of sound design have typically been pushed. Ben Burtt for Star Wars is the paradigm example of that. And before him, Jack Foley literally set the stage (lol) for sound design as well... Which is all a rambling sort of way to say: sounds build worlds just as much as visuals - and building worlds is an exciting thing to do :)
@@valkyriesound3888 Thanks so much for your detailed response. I pretty much came to the same conclusion myself so its nice to find a kindred spirit about this sort of thing. Ultimately, it feels like everyone on a film or game team are just trying to fool the audience into believing that their little diorama is real and inhabitable, and anything that contributes to that is part of the world building experience. Skyrim, Breath of the Wild and the Resident Evil series for me were big indicators of what great sound direction can do to really elevate immersion in games. And I simply can't imagine films like The Thing or Alien without its audio profile, as you said. I guess I have a certain hesitation because its one of those things that you don't notice until its gone? lol not unlike the bassist in bands. But seriously, bass is so important when outlining the harmony of music, so I imagine its the same with sound design outlining your actions in games. I think right now my favorite audio creator is probably Akira Yamaoka of Silent Hill; he really was the first that made me see all of audio in games, music and sound design included, as a complete package. Thanks again and I wish you nothing but success!!
nice tutorial. you sound downloads have expired
Thank you :) Yeah, I reached the max download limit on the host site :/
@@valkyriesound3888 Any alternative place? thx
Not yet I'm afraid!
Thank you very much for this solution !!!
Very welcome!
Is there any of this blueprint available somewhere in the marketplace or else?
Hey Chrix, there isn't I'm afraid. I'm using some Marketplace assets and without them it might not really work... :/
Amazing how much sound makes a difference. I'm doing a motorcycle game, and modulating the pitch only sounds horrible 😁. Are you going to use your unreal engine set up for your game or you going to use the fmod setup?
Isn't it! :'D Sorry to disappoint though - I'm not making my own game :') If I was... I'd stick with FMOD because all the assets are set up in there now!
@@valkyriesound3888 fmod looks awesome but it looks like a lot of work to set up was it a lot to set up with unreal engine
It's been a while since I did it, but I think it was relatively straightforward tbh
@@valkyriesound3888 I am still working on my game and now have circled back to the motorcycle sounds :) Are you still around are you still working on games and sound?