Basic MetaSound Setup Including Looping or Non Looping Configuration

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  • Опубліковано 5 чер 2022
  • In this video, Dan discusses the important points to knock out when setting up a new MetaSound Source.

КОМЕНТАРІ • 21

  • @andrew_ryu
    @andrew_ryu 2 роки тому +5

    Thank you for posting these videos. I really appreciate it!

  • @ECHSBACHS
    @ECHSBACHS Рік тому +3

    Thanks !

  • @drewaforbes
    @drewaforbes 2 роки тому

    SUPER useful thank you!!!!!!!

  • @NuovaCulturaPopolare
    @NuovaCulturaPopolare 2 роки тому +2

    thanks! keep 'em coming! These are most appreciated knowledge gems! Possibly a stupid question, but how do I tell the system if a looping sound is finished? Would it be advisable to hook up "on finished" node to a stop trigger? Assuming one has play when silent on, etc... ehm, I have to confess I am banging my head with another problem... syncing multiple metasound sources distributed in space to the same clock.... not a request, but, who knows, maybe a subject for a new video??? ( I tried play quantized + quartz etc. and got a lot of problems)

  • @jnthnsvr
    @jnthnsvr Рік тому +1

    Hey Dan, is there any way to change the pitch of a wav that's already playing? In sound cues, I can alter the sound class' master pitch... any way to do that here? Thanks!

    • @DanReynoldsAudio
      @DanReynoldsAudio  Рік тому +1

      MetaSound Sources are literally just like any other playing sound in the game, they belong to Sound Classes, they send to Submixes, they can have Source Effects, they have Volume and Pitch adjusters, they can be modulated by Audio Modulation. You can treat them like SoundWaves and SoundCues alike in your Blueprints, etc. They are no different than SoundWaves functionally in the game, they just render procedurally.

    • @jnthnsvr
      @jnthnsvr Рік тому

      @@DanReynoldsAudio Awesome - thanks for the explanation! I've been head down in UE4 development and just getting up to speed on the recent work you all have been doing re: Metasounds in UE5. This is really exciting and is going to solve some problems I've had for years.

  • @TheDraksen
    @TheDraksen 2 роки тому

    I have a question regarding Quartz and Meta Sounds - Since Quartz allows us to trigger sound Mid-Buffer and therefore allows us to avoid lag or "Silent" Gaps between music snippets, does this also apply to Meta Sounds? Or should I set up my Waves + Logic in Meta Sounds and trigger them via Quartz in another Blueprint for a proper setup?

    • @DanReynoldsAudio
      @DanReynoldsAudio  2 роки тому +1

      Quartz allows you to schedule sound sources to start playing at exactly the time you need them to start playing. The MetaSounds OnPlay trigger fires on the exact sample Quartz told your MetaSound to start playing. We expect you to use them both.

  • @MrBujum
    @MrBujum Рік тому +1

    Hello Dan! Do you think it is possible to make some kind of audio portals in Unreal Engine? I feel like that this tech would allow to really step up the game of audio in UE5. Or am I missing something, maybe it is possible to be done with Audio Gameplay Volumes, or Blueprints? Any kind of info or a separate tutorial would be much appreciated!

    • @DanReynoldsAudio
      @DanReynoldsAudio  8 місяців тому +1

      Yes, but we don't have a turn-key solution for this. Fortnite Battle Royale has something like Portals using Source Buses and a system to detect when the player is inside a structure.

    • @MrBujum
      @MrBujum 8 місяців тому

      @@DanReynoldsAudio I am pretty sure those Audio Gameplay Volumes can be used somehow. They already have the data about sound being outside the volume. Maybe a "door" component could be added to be then manually placed on a scene for location. It has a Source Bus and a Send/Override Submix functionality for filtering. Then if a player is inside a volume - all the outside sounds could be played through this bus.. 5.5 maybe ? )

  • @LivingArtisan
    @LivingArtisan Рік тому +1

    How do you loop an audio wav from a random array, and then have it run a certain number of times and upon completion, select a new loop from that array?

    • @LivingArtisan
      @LivingArtisan Рік тому

      @@HammerLeaf Yes. forums.unrealengine.com/t/setting-metasounds-variable/508262/45

  • @MonsterJuiced
    @MonsterJuiced Рік тому +1

    It seems like making a musical loop playback as a seamless loop inside unreal is near impossible. Every method I try I get a little click/ pop everytime the loop happens. Do you know how to solve this issue?

    • @DanReynoldsAudio
      @DanReynoldsAudio  8 місяців тому

      Inside the MetaSound should do it. If you have edited your clips correctly, you can trigger the play of subsequent clips using the onfinished of the previous player's output triggers.

  • @DanielGrayMartines
    @DanielGrayMartines 2 роки тому +3

    Need more easy lessons for noobs)))

  • @rolex6041
    @rolex6041 Рік тому

    Thanks for this, Meaning sounds like Ambient sounds are all set up as "Play when silent" on virtualization mode..And does every sound in the game has it's own interface..

    • @DanReynoldsAudio
      @DanReynoldsAudio  8 місяців тому

      Play When Silent is only important if the MetaSound needs to continue to render despite being out of range. Otherwise you can restart the MetaSound when it comes back into range.