This is my first time watching you, and i really enjoyed watching this video you make everything easy to understand, and the tutorial was nice and simple!!!!
Love the tutorial, but i dont like how you skip steps. I have no clue where the Get parameter interface comes from. Edit: okay you got a video on that. But i still dont know how you get the on actor begin overlap events into the level blueprint.
hey man, can you revisit this section please? I am also trying to create a dynamic ambience, but i can't find the "Trigger" node you use in the blueprint section, and they removed the "Get Parameter Interface" node as well. So now I am completely dumbfounded on how to make a transition from one place to the other. (Outdoors to indoors, vice versa). Thanks in advance! :)
You're correct. The "Get Parameter Interface" node is now gone. Instead you can simply bypass it. Pull off the "Return Value" pin of your audio component containing your MetaSound and you should just be able to type the word "Trigger" and you'll see an option in the context menu for the trigger node. This also works for things like changing float values and such.
Great video! Is it possible to make a tutorial about creating a dynamic sound ambiance system using 2d drawing bitmap for open world level design instead of using volumetric boxes? Thanks!
Hey man where did you get the loops from? Do you know of any good foley libraries for cheap or free. Also are you going to do any tutorials on creating sounds from scratch just from synthesis not recorded audio?
The loops come from my subscription to Epidemic Sound. It's not the greatest place for sound effects since it's more of a place for content creators to grab stuff for video editing but I use it just to showcase stuff. If I'm working on an actual project though I'll go out and record the things myself. There are a lot of different places for Foley; it just may take some searching. freesound.org/ is a decent place to get sounds. It's 100% community driven, just make sure you look at the licensing for sounds you download. Some are licensed under the Creative Commons 0 which means they can be used by anyone for anything while others may have attribute license (have to credit the creator in the project) or non-commercial (can't be used to make money). As for the synthesis, I'm still getting comfortable with synthesizing sounds in Metasound myself so I'm not quite at the stage I'd like to be to feel comfortable making videos on it.
You can. I built this out and confirmed it works. With this setup, you're using a Trigger Repeat to randomly generate the time delay used by another Trigger Repeat. The values you'll see in the RandomTime node are arbitrary. You can set these to whatever works best for you. Link to MetaSound graph for visual reference: blueprintue.com/blueprint/63nzriu4/
@@TheSoundFXGuy thank you. You earned yourself a new subscriber. One more thing. I'm having trouble with door collision. Like when the is closed i can't walk through it. I tried putting a box collision on my door. But when the door opens the collision box still blocks me. I'm kinda new to ue5. So I'm looking up videos. Nobody talks about door collision for ue5. Sorry to bother you.
@@xgamerunknown6414 It's a little difficult to explain through the comments here but if you happen to be on Discord, feel free to join my server in the description of the video and shoot me a message. I'd be happy to help.
@@Joe0161 Instead of how you use to pull off the Audio Component's Return value to connect to the Get Parameter Interface and then pull off that to whatever parameter you're trying to control, you just bypass the parameter interface node and go straight to what you want. For example, before you might have went Audio Component>Get Parameter Interface>Execute Trigger. Now you just pull straight off the audio component return value to your execute trigger. For a visual reference, here's a timestamped link to one of my newer videos: ua-cam.com/video/QkTWLhuF3-E/v-deo.html
Yesssss!!!! thank you soooooooo much been waiting for a vid like this for EU5 for awhile :DDDD
This is my first time watching you, and i really enjoyed watching this video you make everything easy to understand, and the tutorial was nice and simple!!!!
Can we just take a moment to appreciate the fact at 0:40, the billboard lined up just perfectly and for a brief instant it said "butts".
I didn't even notice it but I'm glad someone's paying close attention lol
Simple & nice tutorial
Love the tutorial, but i dont like how you skip steps. I have no clue where the Get parameter interface comes from.
Edit: okay you got a video on that. But i still dont know how you get the on actor begin overlap events into the level blueprint.
same here, "get parameter interface" does not exist for me in 5.1.1 ? cant get it to work
hey man, can you revisit this section please? I am also trying to create a dynamic ambience, but i can't find the "Trigger" node you use in the blueprint section, and they removed the "Get Parameter Interface" node as well. So now I am completely dumbfounded on how to make a transition from one place to the other. (Outdoors to indoors, vice versa). Thanks in advance! :)
You're correct. The "Get Parameter Interface" node is now gone. Instead you can simply bypass it. Pull off the "Return Value" pin of your audio component containing your MetaSound and you should just be able to type the word "Trigger" and you'll see an option in the context menu for the trigger node. This also works for things like changing float values and such.
@@TheSoundFXGuy Thanks! I just saw that you explained this in another video, sorry about that. Thanks again! You make great stuff, i subscribed ;)
@@olivert4648 Thanks for the motivation to finally make this lol ua-cam.com/video/n3bLdYgTI0A/v-deo.html
Great video! Is it possible to make a tutorial about creating a dynamic sound ambiance system using 2d drawing bitmap for open world level design instead of using volumetric boxes? Thanks!
I’ll see what I can put together
@@TheSoundFXGuy Thank you! I appreciate it 🙏🏿
"get parameter interface" is obsolete: ua-cam.com/video/QkTWLhuF3-E/v-deo.html
Another awesome tutorial! Thanks
Thank you for continuing to some back and check them out
Hey man where did you get the loops from? Do you know of any good foley libraries for cheap or free. Also are you going to do any tutorials on creating sounds from scratch just from synthesis not recorded audio?
The loops come from my subscription to Epidemic Sound. It's not the greatest place for sound effects since it's more of a place for content creators to grab stuff for video editing but I use it just to showcase stuff. If I'm working on an actual project though I'll go out and record the things myself. There are a lot of different places for Foley; it just may take some searching. freesound.org/ is a decent place to get sounds. It's 100% community driven, just make sure you look at the licensing for sounds you download. Some are licensed under the Creative Commons 0 which means they can be used by anyone for anything while others may have attribute license (have to credit the creator in the project) or non-commercial (can't be used to make money). As for the synthesis, I'm still getting comfortable with synthesizing sounds in Metasound myself so I'm not quite at the stage I'd like to be to feel comfortable making videos on it.
Can I just make sounds happen at random times. Like one sound plays at a random time? Another sound plays at a later random time?
You can. I built this out and confirmed it works. With this setup, you're using a Trigger Repeat to randomly generate the time delay used by another Trigger Repeat. The values you'll see in the RandomTime node are arbitrary. You can set these to whatever works best for you.
Link to MetaSound graph for visual reference: blueprintue.com/blueprint/63nzriu4/
@@TheSoundFXGuy thank you. You earned yourself a new subscriber. One more thing. I'm having trouble with door collision. Like when the is closed i can't walk through it. I tried putting a box collision on my door. But when the door opens the collision box still blocks me. I'm kinda new to ue5. So I'm looking up videos. Nobody talks about door collision for ue5. Sorry to bother you.
@@xgamerunknown6414 It's a little difficult to explain through the comments here but if you happen to be on Discord, feel free to join my server in the description of the video and shoot me a message. I'd be happy to help.
"Get Parameter Interface" is now obselete
That is correct
So what do you use instead? I've not played around with UE5 since this change. Thanks in advance!
@@Joe0161 Instead of how you use to pull off the Audio Component's Return value to connect to the Get Parameter Interface and then pull off that to whatever parameter you're trying to control, you just bypass the parameter interface node and go straight to what you want. For example, before you might have went Audio Component>Get Parameter Interface>Execute Trigger. Now you just pull straight off the audio component return value to your execute trigger. For a visual reference, here's a timestamped link to one of my newer videos: ua-cam.com/video/QkTWLhuF3-E/v-deo.html
@@Joe0161 You can just drag off the audio component return value and "Execute trigger parameter"