MetaSounds in UE5: From Miniguns to Music | Unreal Engine

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  • Опубліковано 23 лис 2024

КОМЕНТАРІ • 160

  • @HappilyInduced
    @HappilyInduced 3 роки тому +404

    These types of tutorials are SO much better than the 2 hour waffling talky ones. Absolutely fantastic and we need more of these types of videos in this format please.

    • @Fafmagic
      @Fafmagic 3 роки тому +18

      I agree to an extent… they are more consumable BUT the longer ones are usually required for the features they explore. I have found the longer ones equally useful. I guess we’re extremely fortunate that Epic provide both and are dedicated to opening up and explaining their content in numerous ways.

    • @NECUffRiostrasIHS
      @NECUffRiostrasIHS 3 роки тому +1

      quality of duration matters.

    • @nikharrison
      @nikharrison 2 роки тому

      I prefer the waffling talky ones.

    • @Kinos141
      @Kinos141 2 роки тому +10

      @@Fafmagic I prefer it when people get to the point.

    • @LivingArtisan
      @LivingArtisan 2 роки тому +4

      My preference is when people get to the point ; and it'd be helpful to have a timeline with the video that outlines where specific topics are discussed.

  • @ripass2514
    @ripass2514 3 роки тому +132

    I hope Epic continues with these types of tutorials. They're perfect.

    • @behrampatel4872
      @behrampatel4872 5 місяців тому

      As long as they continue to have Chris Murphy on their team, you'd keep getting these mind blowing tutorials ;)

  • @estate0007
    @estate0007 3 роки тому +29

    Concise and straight to the point, thank you for respecting our time by establishing these half-hour format tutorials! These 2 hours Inside Unreal talks are interesting, but especially when the people are in different locations, quite hard to follow.

  • @VladMihailescu
    @VladMihailescu 3 роки тому +54

    Seeing the minigun example was a really nice surprise as I also had to do one with the exact same logic: wind up, idle spin, firing, wind down.
    Also extremely nice video short and to the point. Please do more examples/videos :D

  • @wormjuice7772
    @wormjuice7772 3 роки тому +41

    Im so going to build my own music instrument with this.
    Thanks!!!

  • @dennishayes3707
    @dennishayes3707 2 роки тому +15

    I found this video amazing and easy to follow and grasp the concepts. My only issue is that many of the functions/variables have been deprecated in the UE 5.1 which makes an otherwise fantastic tutorial very very frustrating. Nothing works at all without referencing UE docs to find out what the solution is now after the updates. Case in point Send, Receive, Trigger Sounds. It would be awesome if you posted an update because your teaching style is the best I've seen and I've watched a lot of tutorials. Cheers. If I missed something here please let me know and I will absolutely apologize for my criticisms and grievances. Again your tutorial method is second to none. Good stuff.

    • @WeirdBrainGoo
      @WeirdBrainGoo Рік тому

      What do you do instead of using the Send Time node?

  • @johnkrummrich4948
    @johnkrummrich4948 2 роки тому +2

    I am just getting into this. but it seams like UE5 is creating its own verison of wwise inside its engine. And this is the best tutorial I have watched.

  • @alex_opr
    @alex_opr 2 роки тому +2

    I went with these tutorials completely backward, started with the Lyra deep dive, got confused, and moved to the 3h long one, which started to make sense but it was a little bit all over the place for me, and ended with this which finally hit home. I am super excited to dive into metasounds more and A/B some practical situations with Wwise.

  • @Mittzys
    @Mittzys 10 місяців тому +1

    Always great clicking a video and finding out its hosted by chris

  • @thelawgameplaywithcommenta2654
    @thelawgameplaywithcommenta2654 2 роки тому +8

    For those of you not seeing "SendTime" Just create a variable to contain "Seconds" and hook it up the envelope as shown in the video.

    • @wolfbrother9393
      @wolfbrother9393 2 роки тому +1

      Thank you so much

    • @KavanBahrami
      @KavanBahrami 2 роки тому +1

      This works for internal variables, thank you for posting, but this doesn't replace the previous Send, since it was a global event that could be picked up in other meta sounds, correct?

    • @thelawgameplaywithcommenta2654
      @thelawgameplaywithcommenta2654 2 роки тому

      @@KavanBahrami
      I am not familiar with MetaSounds or the prior functionality for sound in Unreal and I've forgotten if Send was available to other MetaSounds unfortunately.

    • @freddy2t
      @freddy2t 2 роки тому

      thank you!

    • @malcolmwaters3837
      @malcolmwaters3837 Рік тому

      Can't find this in 5.1, any changes made to this?

  • @VRchitecture
    @VRchitecture Рік тому +1

    Hands down, Chris is a jewel in the Epic’s crown! What a gentle introduction with nicely picked examples 👏🏻

  • @b4dsku11
    @b4dsku11 3 роки тому +3

    I've just gotten into unreal and this is blowing my mind

  • @Captainpanda2080
    @Captainpanda2080 Рік тому +4

    if doing this in UE5.1, the "get parameter interface" is now "execute trigger parameter"

  • @jacobbradshaw995
    @jacobbradshaw995 3 роки тому +4

    Very cool. Can't wait to see, err, hear what people do with this!

  • @williamlacrosse9389
    @williamlacrosse9389 3 роки тому +9

    Such a powerful tool! Thx Epic

  • @ZeeroCool1979
    @ZeeroCool1979 3 роки тому +4

    Oh yes we need more tutorials when we see things working not theoretical talking. I love mini gun anyway. Blueprint system working well! Well done please share more videos like this!

  • @voidabstraction
    @voidabstraction 3 роки тому +16

    I'm loving Metasounds vs Fmod BUT why would you ever want a sound to stop and replay from the beginning clipping the last sound?
    Instead of having to copy and paste it over and over, make int checks and throw it into the mixer wouldn't it be better to layer sounds by default?

    • @identiticrisis
      @identiticrisis 2 роки тому

      You can do that once you're happy with the mix yes, this just parameterises the process and is reusable and easily tweaked if necessary.
      Really the whole point of this approach is to see what's possible outside of pre-established asset generation techniques, though.

  • @fracturedfantasy
    @fracturedfantasy 3 роки тому +4

    Great introductory video, thank you!

  • @MadMaxToo61
    @MadMaxToo61 3 роки тому +6

    Great stuff Chris, as a hearing impaired person I appreciate that you speak so clearly. Is there a downloadable project for this?

  • @amedeocappelletti1323
    @amedeocappelletti1323 Рік тому +1

    This was extremely helpful, thank you!

  • @dog-xq5jw
    @dog-xq5jw Рік тому

    This is such a cool system, I do think we need features in blueprints like functions, collapsed graphs, and macros though

  • @jonwatte4293
    @jonwatte4293 3 роки тому +5

    I see you're chasing Reaktor there. Nice!
    But why are none of these graph sound systems automatically polyphonic?
    Drag a box around a block of nodes, press the "polyphony x4" button, and some macro just Does The Thing!

  • @speedwaylabsdev
    @speedwaylabsdev 2 роки тому +2

    A tutorial like this for car engine sounds would be great. I'm trying to follow along for that specific need, but it's challenging because car sounds are tied to RPM, speed, etc

  • @RicoLee27
    @RicoLee27 3 роки тому

    I like the old style music in a modern realistic based engine. Cool stuff

  • @harrysanders818
    @harrysanders818 Рік тому

    This is absolutely mind blowing.

  • @algosyntax
    @algosyntax 2 роки тому

    Chris Murphy does the best UE tutorials...hands down....

  • @Owl_UA_Unreal
    @Owl_UA_Unreal 3 роки тому +4

    Christopher Murphy great teacher, i like you)

  • @aresaurelian
    @aresaurelian 3 роки тому

    Wonderful presentation. I approve. Thank you for showing us this.

  • @RC-1290
    @RC-1290 2 роки тому +2

    Why does this use a completely different kind of UX from blueprint. Multiple outputs from a single node, but you need an extra node if you want to combine triggers (this is the opposite of blueprint with its multiple allowed execution inputs, but sequence node for output). Lots and lots of string based routing, rather than just... variables...
    I can imagine you might want slight tweaks for an audio node editor, but I'd expect the workflow to be somewhat consistent least.

  • @BATCH3
    @BATCH3 3 роки тому +1

    Just wonderful!! Thanks a lot

  • @eobet
    @eobet 3 роки тому +5

    I hope someone makes an editor based music tracker or sequencer using this tech. I want to license it and incorporate music from it into my game!

    • @DavidBoura
      @DavidBoura 2 роки тому

      ua-cam.com/video/yU-X1DB8UN4/v-deo.html

  • @udonengineering
    @udonengineering 4 місяці тому

    18:43 this functionality apparently doesn't exist as of 5.4.2, and all I could find was a forum post from months ago pointing to this exact video asking where these nodes are, and getting no response at all. The quintessential Unreal experience.

  • @leonhaze9852
    @leonhaze9852 Рік тому

    To anyone who try to follow this like me, in UE 5.3 send and receive function are not there, my workaround as a complete noob is to promote as variable for "send" and get the variable as receive.
    hope this can help
    This kind of content is amazing and Chris did a great work

  • @beattherapydotcom
    @beattherapydotcom 2 роки тому

    This is pretty great! Pro & cons versus the FMOD workflow, but I'm keen to play with this on some new projects soon! 🎧💙👍

  • @EtzeNuegez
    @EtzeNuegez 2 роки тому +1

    Awesome stuff! Thanks :)

  • @hasanabireactionsclips
    @hasanabireactionsclips 2 роки тому +1

    This guy was really great. I hope you are still making tutorials :)

  • @FrancoSciaraffia
    @FrancoSciaraffia 3 роки тому +10

    Oh man, can't wait to get obsessed with this and then fail miserably.

  • @jakesullivan7739
    @jakesullivan7739 3 роки тому +2

    This is fascinating!

  • @ajryangameaudio
    @ajryangameaudio 2 роки тому

    Great tutorial, thanks Chris!

  • @KaustavMajumder
    @KaustavMajumder Рік тому +1

    UE needs to arrange more sessions like these instead of the ones where folks just demonstrate cools stuff WITHOUT the internal workings and how to leverage them in practice.

  • @bharumusic
    @bharumusic 2 роки тому +1

    This tutorial is amazing thank you! I have a question, is there a node that can take in real-time audio, and use that audio to manipulate things inside the world?

  • @GoraGames
    @GoraGames 3 роки тому

    Nice, thank u Chris, love all of your explanations ❤️👍

  • @GameSinsBattles
    @GameSinsBattles Місяць тому

    How i can replicate metasound?

  • @EmperorKatax
    @EmperorKatax 3 роки тому +1

    ... beautiful one , thank you very much. ... : ) ,,,

  • @psy237
    @psy237 3 роки тому

    omg right now I'm so damn glad that i have a past as dj and producer :'D knowing every word in those nodes and not having to learn that as well is just yeahhhhh :D

    • @dgeo-production6727
      @dgeo-production6727 2 роки тому +1

      Same there 🙏 hh, but I think that is something harder than just randomly generated, and we have to be more careful, but for SFX and other sound it's really flexible

  • @BaseRealityVR
    @BaseRealityVR 2 роки тому

    Excellent Tutorial, On Point & Quick to understand. Im Just having an Issue getting the Get Parameter node from the audio component

  • @maxhuk
    @maxhuk 2 роки тому

    Thanks for this, it's very inspiring!

  • @NuovaCulturaPopolare
    @NuovaCulturaPopolare 2 роки тому +3

    ok, so what happened to send/receive in Preview 2? have they been deprecated for variables? I found that global send/receive was super, I could cast audio to local subnodes...

    • @tyronecheeseman8903
      @tyronecheeseman8903 2 роки тому

      Did you find the send/receive nodes by any chance?

    • @thelawgameplaywithcommenta2654
      @thelawgameplaywithcommenta2654 2 роки тому

      @@tyronecheeseman8903 What can I do to replace that feature? It's not in there anymore

    • @tyronecheeseman8903
      @tyronecheeseman8903 2 роки тому +1

      @@thelawgameplaywithcommenta2654 Sorry for the late reply, I only just started playing with Meta Sounds again. You can create a delayed trigger input, by dragging from any trigger input and selecting "Promote to Graph Variable (Deferred)". The regular graph variables do not work due to loop detection, these work.
      -Edit- Actually, they are the same kind of variable, it's just how they are called. In a meta sound blueprint when you right click and search for your variables you can select the a delayed version. There is surely a shortcut for it also.

  • @10weslleynereu
    @10weslleynereu 3 роки тому +4

    Is there a way of using MIDI library or maybe VST plugins?

    • @C.I...
      @C.I... 3 роки тому +2

      Being able to use a vst instrument would be game-changing (pun intended) for procedural music creation.

    • @dgeo-production6727
      @dgeo-production6727 2 роки тому

      True, if this was the case with let's say Fmod or wwise...

    • @gab_gallard
      @gab_gallard 2 роки тому +1

      @@C.I... Yes but you have to consider that something like that would require the code of the vst to be redistributed with each copy of the game. Even if the code is not accessible to the consumers in the final product, I imagine that this would be hard to license and it would depend on the willingness of each individual vst developer rather than Epic.

  • @devlad
    @devlad 2 роки тому +1

    Is the project available anywhere? Would be interested to know how one syncs animations with metasounds

  • @FileHorsecom
    @FileHorsecom 3 роки тому +1

    Woow, very nice video!

  • @vegitoblue2187
    @vegitoblue2187 3 роки тому +6

    I would like to know how the spinning of the barrel was animated

  • @TheEightshot
    @TheEightshot 2 роки тому

    great tutorial, would love to see something that goes more in-depth into procedural sound/music generation. If anyone has any links to good tutorials on it, that'd be great too. :)

  • @MyGameDevPal
    @MyGameDevPal 2 роки тому +1

    Claps in f#, wow.

  • @stevenranck5478
    @stevenranck5478 Рік тому

    This is 2 years old, so hopefully there's a much more straightforward way of handling concurrency.

  • @mb.3d671
    @mb.3d671 3 роки тому +1

    Chris! Hello, you’re the best.

  • @Sworn973
    @Sworn973 7 місяців тому

    12:13 anyway to do that without having to copy past the logic? like a loop? Kind of annoying have to keep copying the entire ting just to not have the sound stop playing the previous one
    I feel like we should have a checkbox somewhere like "allow overlap" or something instead of having to copy and past again again

  • @FloodAnxiety
    @FloodAnxiety 3 роки тому +2

    Chord Tones Only :)

  • @primitivepatterns
    @primitivepatterns 3 роки тому +1

    Sorry if this is a complete noob question but would anything similar to this work in UE4 ? This would be perfect to implement into a project I’m currently working on but I’ve had a lot of issues moving my project over to UE5

  • @omsaiprakashvarmalakanam6747
    @omsaiprakashvarmalakanam6747 3 роки тому +1

    Marvelous 🤩

  • @iamisandisnt
    @iamisandisnt 3 роки тому +1

    6 mins in... this is SO COOL :D

  • @JohnToenjes
    @JohnToenjes 2 роки тому +2

    I followed this tutorial PRECISELY and the sound still cut each other off. I wonder why? I put in longer sounds to make sure and they definitely cut each other off.

    • @TheLubricon
      @TheLubricon Рік тому

      same here

    • @VRchitecture
      @VRchitecture Рік тому

      Haven’t tried yet, but did you try to increase trigger counter limit, set lower bpm or use shorter shot samples? Shots will be cut anyway by definition, since after reset counter will interrupt 1st sample playback (and so on), but we can tune parameters to make it unnoticeable (I guess 🤷🏻‍♂️)

  • @10weslleynereu
    @10weslleynereu 3 роки тому +1

    AMAZING

  • @Xx-Anwar-xX
    @Xx-Anwar-xX 2 роки тому

    was just doing car engine sound with sound cue . this looks way easier to me . i would love mess with this arround .

  • @AIGameMonster
    @AIGameMonster 11 місяців тому

    How to print out the time points and duration data in MIDI notes?

  • @rendermanpro
    @rendermanpro 3 роки тому +1

    "Shot array", you can call it a booster.... randomized.... in a loop...

  • @jomoswagos
    @jomoswagos Рік тому

    inspiring, thx!

  • @deckling823
    @deckling823 6 місяців тому

    is there any way to get access to that minigun project to practice this tutorial?

  • @adrianteodorescu
    @adrianteodorescu 2 роки тому

    How many voices does the minigun implementation consume?

  • @swampmonsterVideo
    @swampmonsterVideo 2 роки тому

    for a minute i thought it said from mingus to music....one can always hope.

  • @straylightaudio
    @straylightaudio Рік тому +1

    Do i need to buy the minigun? Or can i find it for free?

  • @christophertitan321
    @christophertitan321 Рік тому

    trying to follow along with the creation of sci-fi music, but at the point your at at 16:34 it just comes out super distorted. Do you have any idea why this is? Many thanks

  • @AidaKhorsandi
    @AidaKhorsandi Рік тому

    It is a useful tutorial. But it is too fast and sometimes doesn't say where to find the stuff!

  • @ysteinsrum4217
    @ysteinsrum4217 Рік тому

    i cant find the send and recieve time node.. anyone knows if they have been replaced or i have to enable somthing?

  • @narendramehta6696
    @narendramehta6696 3 роки тому

    Excellent one

  • @thelawgameplaywithcommenta2654
    @thelawgameplaywithcommenta2654 2 роки тому

    should add instruments to MetaSounds.

  • @DevGods
    @DevGods 3 роки тому +1

    WOW!

  • @homeofcreation
    @homeofcreation Рік тому

    Lol at 10:10 he's going to solve the machine gun effect (a midi issue with repeated musical notes, solved by round robin) on a machine gun.

  • @thechronicgrump3906
    @thechronicgrump3906 3 роки тому

    For the mini gun or anything how can I make a realistic reverb? Does metasounds have that

  • @nightonmars
    @nightonmars 2 роки тому

    Nice! Accessible Pd for games..

  • @VagrantShadow
    @VagrantShadow 3 роки тому

    Are the minigun sounds/this project available anywhere to download?

  • @50shadesofskittles9
    @50shadesofskittles9 2 роки тому

    Dunno why but that second audio segment was super grinding 9n my ears

  • @w9w9bc
    @w9w9bc 2 роки тому

    Can you download and provide the project? I ask of you.

  • @timgramnaes5633
    @timgramnaes5633 3 роки тому

    There is nothing connected to the Output - On Finished node. I am doing something simular but with footsteps and im getting the problem that it keeps starting new loops and eventually crashes. Any tips?

    • @TheSoundFXGuy
      @TheSoundFXGuy 3 роки тому

      ua-cam.com/video/pYxocPdtHBw/v-deo.html

  • @manthangohel9237
    @manthangohel9237 3 роки тому

    When will the UE5 be available?
    I am making a game as my last year project in college. This would totally help me to do more in the game.

    • @DJVipFlash
      @DJVipFlash 3 роки тому

      You can use the early access

    • @manthangohel9237
      @manthangohel9237 3 роки тому

      @@DJVipFlash Yeah I know but I wouldn't be able to use the plugins and scenes that are freely available on Marketplace plus there could be bugs.

    • @DJVipFlash
      @DJVipFlash 3 роки тому

      @@manthangohel9237 Oh ok. I think the full release is in 2022

    • @manthangohel9237
      @manthangohel9237 3 роки тому

      @@DJVipFlash Oh

  • @Zanywaney
    @Zanywaney 3 роки тому

    This was really cool! Is it possible to somehow feed Metasound information into Niagara systems and modules?

    • @chrismurphy6966
      @chrismurphy6966 3 роки тому +3

      Yeah! That particle fountain out front is being driven by the audio.

    • @Zanywaney
      @Zanywaney 3 роки тому

      @@chrismurphy6966 Amazing! I will have to start exploring this stuff, very interested in it

    • @mr9293
      @mr9293 3 роки тому

      @@Zanywaney I'm over here thinking: "no way all this unreal engine stuff is true?!" It's 🤯

  • @verlitaevelyncover9228
    @verlitaevelyncover9228 2 роки тому

    Semoga sukses kak cover VErlita hader kak

  • @vibesinabro6150
    @vibesinabro6150 2 роки тому

    where do i find this project files(miniguns Prj) ?

  • @alterix5711
    @alterix5711 2 роки тому

    where did yall find the barrel audios

  • @shivendrapawar9618
    @shivendrapawar9618 2 роки тому

    can we get this miniguns environment?

  • @РУССКИЙ_СОЛДАТ
    @РУССКИЙ_СОЛДАТ 3 роки тому +1

    👍👍👍

  • @AurelCodarcea
    @AurelCodarcea 4 місяці тому

    UE changed so much the code for using the sound is not valid anymore. There is no such thing as Get Parameter Interface for me, and no trigger that works as it should. It's so disappointing that Devs keep breaking what was already working and then we have to figure out what went wrong.

  • @owencoopersfx
    @owencoopersfx 2 роки тому

    I’m still failing to see how this is in any way an improvement over using SoundCues with regard to sfx. With music MetaSounds seem better, but with sfx it just seems like everything has become far more convoluted for no reason.

  • @MrArshaX
    @MrArshaX 3 роки тому +1

    😍😍😍

  • @KingcoolSam
    @KingcoolSam 3 роки тому +1

    👍

  • @Hipernt
    @Hipernt 3 роки тому +1

    this video is much better than those girl voice videos

  • @NECUffRiostrasIHS
    @NECUffRiostrasIHS 3 роки тому

    although, not being pro musician I've found myself looking for a dictionary of 'elements' to add and conjugate. it seemed that soundmaking - for once - had a grammar.
    It was insightfull to hear gun build up of sound fx as logic based instead of sensorial based. made me expand my range of audio from stuff... which is a new height delight.
    in contrast the musical part was a bit devoid of musical meaning...
    [ I know Schoenberg admoestars about music emotions being related to memory and pattern recognition "how so much stanislavsk of him !' ] perhaps if the 'color spheres' sounded more like the flowers in Star Trek pilot the cage... all scifi should hear as more eerie... are there reverbs in sound meta ?
    the fun part: 'metasound' programming section made me wonder: would a calculator find pleasure in a scale ?

  • @kthxbye1132
    @kthxbye1132 Рік тому

    Very cool format and the presenter is clear and easy listen to but am I the only one who finds this approach to "make" music utterly unintuitive and sounding very robotic? If I compare it with classic sequencing this feels more like light modular stuff :)

  • @imtiazsabree6562
    @imtiazsabree6562 3 роки тому

    ❤❤

  • @JohnToenjes
    @JohnToenjes 2 роки тому

    You totally lost me at 14:08 ;(