This doesnt work for me at all. The correct music players on start but running through a collision box doesnt start music 2. Gives me lots of 'accessed none' errors too. Even adding in the print strings didnt fire, no collision seems to be happening
Music plays index 0, but when I pass through the trigger it stops & nothing else plays. I'm getting error message saying that the Set Volume Multipliers on the MusicManager BP connected to 'ChangeMusicTo' are invalid. I see from another comment here that they made the Boolean false. For me, it just left index 0 playing. No error messages though that way.
I'm not following the tutorial exactly, but I've just started learning about putting background music into my own project. Instead of having the .wav audio files, I right-clicked them in my content browser and selected the option "Create Cue," which will create a Sound Cue for your song/sfx. If you open up that Sound Cue, you can edit the volume and pitch of the sound, and there is also an option to set the Virtualization Mode to "Play when Silent" under the Voice Managment section of the menu. I'm not 100% sure if that's the same feature, but it sounds like it. Not sure what makes a Sound Cue different than just using the .wav, it's just the first thing I learned about adding music, so I just went with it lol.
Hey dude, great tutorial. I'm having an issue with the layering where as I enter a new collision box, one audio completely cuts out when a new track begins to play, instead of layering on top of each other.
Fixed it, I imagine its the same issue for the others in the comments. In the Music Changing Volume, make sure to set the "Get All Actors of Class" node to the "Set" node at the end. I missed that and it won't trigger the next track.
I'm getting this error: "Blueprint Runtime Error: "Accessed None trying to read property Current Music Ref". Blueprint: BP_Music_GP_Manager Function: Execute Ubergraph BP Music GP Manager Graph: EventGraph Node: Set Volume Multiplier" Any clues?
Cool stuff! Would it also be possible to have the different tracks fade in to each other? And how would it work if I’d like to attach a oneshot on the change?
@@1d33f1x3 Fade In and Fade Out just stop the sound alltogether for me , how did you make it work? I used Timeline and it works fading in/out like that, but no crossfade
@@GoatOfTheWoods i believe you are right, they do start and stop with the fades. It works for my purposes so far as I'm fading whole songs, not just instrument tracks. In the future I'll try to make my own fading functions for continually looping tracks.
I'm an idiot :P answer: you double click on the specific track and can then change the music volume by itself... although I do have a weird thing happening... when I walk through the first music volume, everything is as it should... when I walk through the second one, it also works but... when I walk around (even though I'm far away from the first music volume) it changes back to it!? I don't understand why ;_;
Yeah you'll need to use the Set Volume Multiplier node, it'll need a curve and a timer to reduce the volume of one track while increasing the volume of another
@@esotericgamedev Trying to figure out what you mean by setting a curve and a timer to the. set volume multiplier node to fade in between tracks. Could you please elaborate? Thanks!!
@@davidwoje2044 you need a curve (an asset you can create in the content browser) that goes from 0 to 1 over time, and then create a timer in blueprints to measure time since the beginning of the fade. Then what you’ll do is read the time elapsed from the timer since the beginning of the fade and use it to read a value between 0 (muted) and 1 (full volume) from the curve. Hard to explain over text lol maybe one of these days I’ll have some time to make a tutorial
Is adding all these songs and setting them to play at 0 volume taxing on the system at all? Always looking to optimize. The full playlist will be added to memory even if we cannot hear them.
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this is fuking cool man, and i rencently watch an bunch of videos to resolute my music systeam,this is really helpful and inspired me.
Glad to hear it mate 😊
You are hilarious, and brilliant! Thank you!
😆 my pleasure
15:05 Bless You
Thanks lol
This doesnt work for me at all. The correct music players on start but running through a collision box doesnt start music 2. Gives me lots of 'accessed none' errors too. Even adding in the print strings didnt fire, no collision seems to be happening
Music plays index 0, but when I pass through the trigger it stops & nothing else plays. I'm getting error message saying that the Set Volume Multipliers on the MusicManager BP connected to 'ChangeMusicTo' are invalid. I see from another comment here that they made the Boolean false. For me, it just left index 0 playing. No error messages though that way.
I guess we have different versions. got to 9:05 and didn't have that.
It’s still there the name has just changed. Search for virtualisation mode or something like that
@@esotericgamedev it's a drop down menu. not a check box. so what do i select
I'm not following the tutorial exactly, but I've just started learning about putting background music into my own project. Instead of having the .wav audio files, I right-clicked them in my content browser and selected the option "Create Cue," which will create a Sound Cue for your song/sfx. If you open up that Sound Cue, you can edit the volume and pitch of the sound, and there is also an option to set the Virtualization Mode to "Play when Silent" under the Voice Managment section of the menu. I'm not 100% sure if that's the same feature, but it sounds like it.
Not sure what makes a Sound Cue different than just using the .wav, it's just the first thing I learned about adding music, so I just went with it lol.
Great tutorial will sure come handy thx i sub to you.
you're welcome
Hey dude, great tutorial. I'm having an issue with the layering where as I enter a new collision box, one audio completely cuts out when a new track begins to play, instead of layering on top of each other.
same here
Hmmm the first track plays on begin, but going into the trigger box doesn't work. Seems like a few others have this issue too, any ideas? Thank you
Fixed it, I imagine its the same issue for the others in the comments. In the Music Changing Volume, make sure to set the "Get All Actors of Class" node to the "Set" node at the end. I missed that and it won't trigger the next track.
DO i need to do all this in music manager or music volbp?
Nice tutor! But how can i get "OnAudioSingleEnvelopeValue" for one of songs from my tracklist for color vizualization on level?
Does this work for a system that has 4 unique tracks? And each of those tracks can have an additional layer of sound added on?
I'm getting this error:
"Blueprint Runtime Error: "Accessed None trying to read property Current Music Ref". Blueprint: BP_Music_GP_Manager Function: Execute Ubergraph BP Music GP Manager Graph: EventGraph Node: Set Volume Multiplier"
Any clues?
Did you set the sound to virtualize when silent?
If the volume gets set to 0 and that option isn't checked the sound will automatically be destroyed
Is there a way to stop the first music before switching to the second?
can you add tutorial how to make radio music in vehicle?
Yeah probably, it’s pretty simple
@@esotericgamedev It is not simple for me to be a beginner
The game you are creating is super trippy let me know if I can play it somehow
gumroad.com/jacksonnexhip?sort=newest#MsWtw
Cool stuff!
Would it also be possible to have the different tracks fade in to each other?
And how would it work if I’d like to attach a oneshot on the change?
You could fade it by using a macro to interpolate values over time when setting the volume multiplier of the songs
@@esotericgamedev gonna look into that. Still quite fresh with Unreal :)
Thanks ❤️
There are Fade In and Fade Out functions - I was able to quickly adapt the tutorial to have a crossfade between tracks.
@@1d33f1x3 Fade In and Fade Out just stop the sound alltogether for me , how did you make it work? I used Timeline and it works fading in/out like that, but no crossfade
@@GoatOfTheWoods i believe you are right, they do start and stop with the fades. It works for my purposes so far as I'm fading whole songs, not just instrument tracks. In the future I'll try to make my own fading functions for continually looping tracks.
Got it to work, but just one thing. You got the Boolean value incorrect. Had to switch it to false in order to do the change in music.
where is the boolean value?
how do you change the volume per track?
I'm an idiot :P answer: you double click on the specific track and can then change the music volume by itself...
although I do have a weird thing happening... when I walk through the first music volume, everything is as it should... when I walk through the second one, it also works but... when I walk around (even though I'm far away from the first music volume) it changes back to it!? I don't understand why ;_;
Is there a way to get the music to fade between the different tracks for a smoother transition?
Yeah you'll need to use the Set Volume Multiplier node, it'll need a curve and a timer to reduce the volume of one track while increasing the volume of another
@@esotericgamedev Trying to figure out what you mean by setting a curve and a timer to the. set volume multiplier node to fade in between tracks. Could you please elaborate? Thanks!!
@@davidwoje2044 you need a curve (an asset you can create in the content browser) that goes from 0 to 1 over time, and then create a timer in blueprints to measure time since the beginning of the fade. Then what you’ll do is read the time elapsed from the timer since the beginning of the fade and use it to read a value between 0 (muted) and 1 (full volume) from the curve. Hard to explain over text lol maybe one of these days I’ll have some time to make a tutorial
@@esotericgamedev Thanks for the reply and explanation. Ill see what I can do! haha. Ill subscribe to follow up!
Is adding all these songs and setting them to play at 0 volume taxing on the system at all? Always looking to optimize. The full playlist will be added to memory even if we cannot hear them.
Try it and see. I’ve tried with maybe 7 songs and never noticed a difference
how is changing audio this complicated 😆
kill me now
actually this works really well
Thanks m8 🙏
ctrl+shift+S tho doesn't save everything. I always close and open my project to make sure it saves properly lol
yeah mine doesnt work at all, shame