Would you consider doing a general video on how to set up foley for character movement? Like jacket, pants and backpack sounds while walking/running? It'd be really interesting to see how you mix that and set up the concurrency and all that!
Oh a channel focused on sound for Unreal engine! Subbed/Bell forsure! Question for ya, when looking at your backlog I couldn't find a certain topic, I could have missed it so I figured I'd ask: Do you have any videos on how to take the data from a wav file, specifically the beat, for rhythm games? I've never made one, but was thinking of tackling them for an upcoming game jam. That 1 piece of the puzzle is missing in my head.
I have a slightly unrelated question that you might've answered in another video (I'm not sure). I'm using a repeating metasound for automatic weapon fire, but having trouble with the audio restarting and cutting off the tail if I play it before the tail has fully played out. Should I be using a more traditional pattern that splits the initial attack sound and tail into two assets, or is there a handy way that you know of that will prevent the stopping and re-starting of the audio?
So if you didn't copy the SCC and instead applied the same one to BOTH sound cues, would it limit both footsteps and machine guns to 4 channels? Or would it limit both separately to a total of 8? (i.e. does the SCC file group separate cue actors to the same channel limit?)
Any sounds that the one SCC is on will all have to follow the parameters as a group. So if you have a SoundCue/MetaSound for footsteps, one for gun shots, and one for explosions and you make a SCC that has a voice limit of 1 on it and applied that same SCC to all three sounds, you'd only hear one of them at a time based on the SCC parameters.
Would you consider doing a general video on how to set up foley for character movement? Like jacket, pants and backpack sounds while walking/running? It'd be really interesting to see how you mix that and set up the concurrency and all that!
Brother your videos on metasounds are absolutely banger! We'd love to get in touch!! What's the best way???
Oh a channel focused on sound for Unreal engine! Subbed/Bell forsure!
Question for ya, when looking at your backlog I couldn't find a certain topic, I could have missed it so I figured I'd ask: Do you have any videos on how to take the data from a wav file, specifically the beat, for rhythm games? I've never made one, but was thinking of tackling them for an upcoming game jam. That 1 piece of the puzzle is missing in my head.
My favorite sound guy!
So funny when you go back and show 99 NPC's. It's really good how you explained the sound concurrency, helps a lot. Thanks.
Thank you.
Thanks guy!
I have a slightly unrelated question that you might've answered in another video (I'm not sure). I'm using a repeating metasound for automatic weapon fire, but having trouble with the audio restarting and cutting off the tail if I play it before the tail has fully played out. Should I be using a more traditional pattern that splits the initial attack sound and tail into two assets, or is there a handy way that you know of that will prevent the stopping and re-starting of the audio?
This is good stuff, thanks for sharing! 🤖
So if you didn't copy the SCC and instead applied the same one to BOTH sound cues, would it limit both footsteps and machine guns to 4 channels? Or would it limit both separately to a total of 8? (i.e. does the SCC file group separate cue actors to the same channel limit?)
Any sounds that the one SCC is on will all have to follow the parameters as a group. So if you have a SoundCue/MetaSound for footsteps, one for gun shots, and one for explosions and you make a SCC that has a voice limit of 1 on it and applied that same SCC to all three sounds, you'd only hear one of them at a time based on the SCC parameters.
@@TheSoundFXGuy ah ok, great!