Unreal Engine 5 | MetaSound Footsteps

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  • Опубліковано 5 лют 2025
  • Unreal Engine 5 | MetaSound Footsteps
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КОМЕНТАРІ • 49

  • @Game-Stepper
    @Game-Stepper 3 роки тому +4

    Thanks for approaching once again MetaSounds. I was looking for some tutorials on the new audio system in UE5, and I stumbled upon your channel. I've already watched the first video. Thanks again.

  • @karamu451
    @karamu451 2 роки тому +10

    Just as a little note for when you were adding the assets to the array, you can press CTRL+Space to pop up the content browser anywhere

  • @mwcomposermusic
    @mwcomposermusic Рік тому +1

    Great tutorial - also note that you can select-all wav files and drag them all straight into the array.

    • @TheSoundFXGuy
      @TheSoundFXGuy  Рік тому +1

      You are absolutely correct. When I recorded this video MetaSound was brand new and I wasn’t aware of this at the time.

    • @mwcomposermusic
      @mwcomposermusic Рік тому +1

      @@TheSoundFXGuy your tutorials have been fab for me making initial steps into MetaSounds - thanks so much 🙏

  • @Ka0us
    @Ka0us 2 роки тому +2

    I was looking for information on Steam Audio and I found your last video about MetaSound and it is great material. I really enjoy your videos.

  • @Turnaround_
    @Turnaround_ Рік тому +1

    Incredible as always 🏆

  • @OptimisticMonkey
    @OptimisticMonkey 2 роки тому +3

    Great quick tutorial! One tip - you can multiselect all the sounds in the Content Browser and just drag them to the array to set them all at once :-)

  • @Kaboomnz
    @Kaboomnz 3 роки тому +1

    well spoken guide, that room is dope as too, have a thumbs up and a sub

  • @soundninjaofficial6754
    @soundninjaofficial6754 3 роки тому +1

    Yes, please keep doing more videos on this, It's awesome!

  • @KaitheArtGuy
    @KaitheArtGuy 2 роки тому +1

    This helped fix a bug in my game, thank you! Subbed!

  • @bermonka
    @bermonka 2 роки тому +1

    love your didactic video style. 1 Follower here

  • @hunterxhunter6182
    @hunterxhunter6182 2 роки тому +1

    Thank You 🙏💙🙇‍♂️

  • @ShaneSteward
    @ShaneSteward 3 роки тому +2

    This is really cool.

  • @NeurovisionGorn
    @NeurovisionGorn 2 роки тому +1

    Setup takes a lot longer compared to middleware solutions but it's nice to not have to copy paste code to trigger one shots etc to be able to connect it to animation events.

  • @benblaumentalism6245
    @benblaumentalism6245 2 роки тому +24

    Just curious; is there a reason you didn’t use generic skeleton notifies, which can be more flexibly used in the Anim Blueprint? Even if I don’t need to detect physical materials and surface types, I use notify events in my Anim BP to trigger footsteps. This is especially helpful when I’m doing a line trace downward to get the surface type from the physical material, and then using SwitchOnEPhysicalSurfaceType to change the footstep sounds dynamically. Are you just keeping things simple here?

    • @TheSoundFXGuy
      @TheSoundFXGuy  2 роки тому +15

      You absolutely nailed it. Your way is 100% more flexible. I get viewers from all skill levels so I try to keep my tutorials as “basic” as possible so that users who are new to Unreal get an idea of the concepts and more advanced users can take the info and modify it to what meets their needs.

    • @benblaumentalism6245
      @benblaumentalism6245 2 роки тому +3

      @@TheSoundFXGuy
      Thanks for responding! I really enjoy your channel. Keep up the great work!

    • @RealYtori
      @RealYtori 2 роки тому +1

      Got an example I can learn from?

  • @oli73570
    @oli73570 2 роки тому +1

    Cheers boss

  • @dylanking000archive
    @dylanking000archive 3 роки тому +1

    thanks for the video!

  • @akzork
    @akzork 2 роки тому +1

    wow so easy to implement. I hope we can set up for jump land sound.

    • @TheSoundFXGuy
      @TheSoundFXGuy  2 роки тому +1

      You sure can. You'll set up your animation notifies just like I did in the run but on your other animations. Once your character enters into that animation state, the notifies for only that animation will get triggered.

  • @mmtu6354
    @mmtu6354 3 роки тому +1

    awesome 👌

  • @EscapeCondition
    @EscapeCondition 3 роки тому +1

    Looks like they've kept a lot the same and are just exposing some of your variables in different places so it's more like blueprints. I like the changes.

  • @dow647
    @dow647 3 роки тому +2

    Great video, thanks for sharing. I'm new to the Engine, I was wondering if it's possible to create music/beats with MetaSounds? Do you plan on making any tutorials about that?

  • @weijunchen1290
    @weijunchen1290 2 роки тому

    Is anyway that I can when I finished the animation or kill the animation, also kill the sound too?

  • @thecreatorx3d439
    @thecreatorx3d439 2 роки тому +1

    Awesome tutorial!!!

  • @peter486
    @peter486 2 роки тому

    I love you :) thank you.

  • @TheDuncan365
    @TheDuncan365 3 роки тому +1

    Nice vid

  • @preston7036
    @preston7036 Рік тому

    How can i do this with my custom metahuman character?

  • @OgSuda
    @OgSuda Рік тому

    How can I do this without any animations??

  • @CujoSound
    @CujoSound 3 роки тому +1

    Nice video - was struggling getting the random array working in my patch here - trying to have an array of arrays and pick which array to play on material type, wondering if that is possible. hmm.

    • @TheSoundFXGuy
      @TheSoundFXGuy  3 роки тому +2

      Hey Bjørn, really appreciate you stopping by. I've been able to do dynamic steps by making a MetaSound for each step type and using a line trace to detect material types (video on that: ua-cam.com/video/pYxocPdtHBw/v-deo.html) but I haven't been able to set up multiple arrays inside one single MetaSound and select between them. It does seem like something that should be possible though. I'll play around with it some more and see if I can't come up with something.

    • @CujoSound
      @CujoSound 3 роки тому +1

      @@TheSoundFXGuy yea. Arrays of arrays doesn't seem possible. But something must be up with it if this is meant as a serious competitor to. I.e. middleware that does this easily with just a variable feed. And thanks for the link, I'll check it out

  • @IamDenis.s
    @IamDenis.s Рік тому

    Hi! Why can't you just use any audio engine where you can do it all 10 times faster and with more flexible settings? Time is money, in game production. Isn't that right?

  • @Ryan-tn4gk
    @Ryan-tn4gk 3 роки тому +6

    Neat! It's really not that much different from ue4.

    • @TheSoundFXGuy
      @TheSoundFXGuy  3 роки тому +7

      It’s really not. To be completely honest, for this particular application I feel like sound cues are a little easier but you have more control in general in MetaSounds. For example, if I wanted to make 8-bit sounding footsteps I can make those right in the engine without having to make them in a DAW to import them and save a little on project size.

  • @NurettinBerkeDemirel
    @NurettinBerkeDemirel Рік тому +1

    How can i find step sounds?

    • @TheSoundFXGuy
      @TheSoundFXGuy  Рік тому

      The ones I used in that video were from a sample library. I don't remember which one though. But there are a ton of footstep libraries out there or you could record your own.

  • @Fabi_1987
    @Fabi_1987 2 роки тому

    where do u have the sound from?

  • @Vincent-iy3ig
    @Vincent-iy3ig 3 роки тому +1

    Hey, I've really been enjoying your tutorials on UE5. I have a slight problem with pitch shift with regard to looping sounds. I'd like pitch to vary slightly on each loop, but this doesn't seem to work if I input the random float before the wave player - I'm assuming this is because the float node is prior to the Wave Player in the chain? And of course, I can't put the random float node after the Wave Player and then input the pitch as UE5 doesn't allow for these kinds of loops. Any thoughts on a way around this?

    • @TheSoundFXGuy
      @TheSoundFXGuy  3 роки тому +1

      Very interesting. I’ll try to take a look as soon as I have some time and let you know what I find.

    • @Vincent-iy3ig
      @Vincent-iy3ig 3 роки тому +1

      @@TheSoundFXGuy Thanks!

    • @Vincent-iy3ig
      @Vincent-iy3ig 3 роки тому +1

      @@TheSoundFXGuy My bad. It could be me being an idiot. I think the old pitch shift units were as a % of the files pitch. The new units are in semi-tones, hence I was making very minor adjustments which weren't really audible *facepalm*

    • @TheSoundFXGuy
      @TheSoundFXGuy  3 роки тому

      As long as you learned something then you’re definitely not an idiot. Trial and error is exactly how I learned. Glad to hear you got it working.

  • @gumlguml
    @gumlguml Рік тому

    But this what you build on Metasound, what is the different to a Cue? i mean all the funktions are in Cue you can pitch randomly you can make a bulk of sounds that use it randomly and can all modify :D so what is in this example that you give to us, what is the different ?