For anyone having an issue hearing their audio upon completing the tutorial, in the MetSoundSource graph try linking the On Finished node of the Wave Player with the On Finished node of the Output. That did the trick for me.
It’s hard to say without seeing it. If you’re open to it, my Discord server is linked in the description. You’re welcome to join and post some screenshots in the Game Audio Help form we have.
In UE5 you can get the vector + vector node by right clicking in the graph, add node (+) then right clicking on either of the pins on the left, select convert pin at the bottom, choose vector. This will make the vector + vector node you couldn't find.
Great video! I have a couple of questions and request for future content if that's okay! What is the process for adding attenuation to Metasounds and how do you approach reverb volumes and creating acoustics spaces that the meta sounds can react within? For instance, concrete footsteps outside vs inside a tunnel, airplane hangar, etc. Love that content. You are great :)
@@TheSoundFXGuy You're the man! Most of my experience is using Wwise within Unreal and I'm eagerly trying to backfill knowledge of the UE audio engine from the UE4 days and the soon coming UE5. You're videos are an extremely helpful resource and I greatly appreciate you taking the time to make them :)
I’m trying to figure out how to get the “length of the audio” or duration of the file using meta sounds. I created a simple UI widget button that when you click it spawns the audio then plays it using blueprints. I’ve spent hours and weeks trying to figure this out only to find one reference to audio duration and that was Get Duration but couldn’t figure how to use that. Any advice or guidance would be appreciated.
As of 5.2 there is currently no way to send data from a MetaSound back to your blueprint. The Get Duration node will give you the time of the file but it's only useful for time based calculations within that same MetaSound. If your button is playing a specific audio file, you can look at the file details in the content folder to see the duration and then make a variable in your blueprint with that value. If you're using random sounds, you'll need to make an array variable with all of the duration values and find a way to send the same index number of the correlating value in the array to the asset array in the MetaSound to pick the correct element. It's a bit of a janky setup but that's the only way I know to do it at the moment.
@@TheSoundFXGuy thanks for the feedback, suggestion. That’s just funny how Unreal can’t determine the duration of an audio track without manually setting it yourself. But once you do create your variables you can still figure out how long the audio file has been playing correct? I’m basically trying to create an audio progress bar.
Hello guys, this is super useful, but what if some materials need longer footstep sounds? I found that the sounds stop for the next one to be played, how can we play the next sound without stoping the sound that's already playing? thanks in advance :)
Off the top of my head, the first thing I would try would be to duplicate your footstep MS, name them something like Footstep L & Footstep R and then have separate notifies that trigger their respective MS instead of retriggering the same MS over and over again.
In case anyone has an issue where sounds suddenly cut off after a while or stop playing anymore, try plugging the Metasound's Wave Player's "On Finished" node with the output's "On Finished" node. There is another comment mentioning about this fix, however I would like to give an explanation as to why this is important. Unreal Engine as far as I know supports 32 audio sources playing simultaneously. When this limit is surpassed, the new incoming sounds replace the oldest sounds in the list of audio sources. This means that if your project uses only short/rapid fire SFX, you will likely not notice a problem. However, the issue becomes obvious when your project uses long or looping samples (e.g. background music). If the "On Finished" wire is not connected, the sound which is played by the wave player will not get removed from the stack when it's finished and it will effectively stay in memory. Eventually (e.g. after a bunch of footsteps play), your background sound will get overwritten by UE trying to find room for a new footstep sound. When the "On Finished" nodes are connected, sounds get removed from the list of active audio sources, as soon as they're over. In order to easily visualize this issue, execute "au.Debug.SoundWaves 1" in the console during play. You will notice the stack getting populated as new sounds get triggered, however they don't disappear from the list when the sound is over (if those two nodes aren't connected). Thank you very much for this great tutorial, I sometimes forget about one of the steps (e.g. project settings physical surfaces, anim notifies etc.) and this is always my go-to video for finding out what I missed
hey i have a question since i use a ue5 mannequin for the animations i have another mesh as the character itself so i cant find event animnotify_footsteps @11:23 can i somehow use work around that ?
Hello, I try to make this in ALS. The character already has the basic footsteps and I see the "Footstep_AnimNotify" in Track1 inside the anims. But when I (11:16) right click then there is no Event "Footstep_AnimNotify" available. It only works when I add new notifies same like in the tut. Why is it not working? Does it make sense if I do something with "cast to Footstep_AnimNotify"?
excuse me for getting weird but the sound of ur voice is an instant sub/bell for me. for some reason i find it very hard to listen to most tutorials 5/5
Shoot! I HATE following these tutorials TO THE LETTER, double-checking my progress as I go, and having them not work. And then no one responds in UA-cam. I'm working in 5.2, and I have two mannequins: Manny and Quinn. Quinn is in the scene by default, and "her" animBP says it's a child of Manny's. So I worked in Manny's BP and Quinn's wouldn't show the vector line trace. I copied all the added nodes into Quinn's animBP and still no vector line trace showing. Maybe that's not a deal breaker but...does this work in UE5.2?
Heyy nice vid thank you !! I have a little question : What settings can I make to give a different step volume depending on whether my character is walking or running ? Thank you ! :)
Hi TheSoundFxGuy, i've follow your (Awesom and Simple) Tutorial fort adding dynamic Footstep Sound. i just have a problem when my player is on Stairs, the "collision Line" don't check the stairs (little red squares don't appear), and so the sound dont' start playing. how, this problem, can be resolved ? Thanks a lot
Hi! Thanks for the great tutorial! Do you plan on extent this tutorial into series? Like adding various effects, echo, fading, cross fading, etc. to the footsteps sounds
Hello nice tutorial! :) But what about when you are in an FPS setup and you don't see the feet touching the body ? Is there a way to program a certain "pace" to the footsteps if you keep pressing the forward button ?
Usually an FPS character (like the UE Default FPS character) still has an animation bp because of things that might be visible in the camera like arm movement. So you can still add the notify events to the animation timeline, you just may need to use other information from the animation itself to guess where the footsteps might be. For example if the arms are swinging with the motion of movement, the point where you see the weight of the arms apex at the bottom would most likely be your stepping point.
@@hex6206 Just realized you have to enable the plugin by going to 'Edit' --> 'Plugins' --> Search for 'MetaSounds' --> Enable plugin and restart editor. Hope this helps!
Create a MetaSound with a wave player. Instead of just putting one asset in there, pull off the asset pin and add a get random from array node. Pull off the array pin and create a variable array. Add your variations to that array. Run your OnPlay into the get random node and run the OnNext pin to your wave player. Connect your OnFinished and your audio outputs. This should give you a MetaSound that will randomly pull audio asset each time it's called instead of just one sound over and over again. Check out this video to see an example: ua-cam.com/video/RU1JF304NfQ/v-deo.html
So Ive followed this and a few other footstep tutorials - I get everything going perfectly in editor, all of my animations are g2g with sound, but they do NOT play in PIE. Ive watched every tutorial and they are very straightforward, but Im getting nowhere with this. It seems too simple to mess up but I have somehow.
Workout seeing your setup, it’s hard to say. You’re welcome to join my Discord server (linked in the description of the video). We have a help forum section of the server where you can post pictures and ask questions.
Hello, and thanks for the tutorial, just wondering how can I disable the red tracking marks, so I won't see them everytime I'm testing the play button, lol.
Mine only dooest the sound the number of notifies it has on the run animation... Since im using the first person view i seted up 6 notifys, and it only detects those 6 with line trace channel... what should i do to "loop"
Now I hope this isnt a dumb question but for the FPS Template you cannot create a Metasound, and i am wondering if you can do a similar thing with a Sound Cue?
@@fartingtaco5954 No question is a dumb question and there's nothing wrong with being new to it. If you have more questions, feel free to join the Discord linked in the description of almost every video I have. We've got a great community of really helpful people and users of all skill levels are welcome.
Is there a way to set this up with one Metasound? If the inputs for different surfaces are in one Metasound, could the blueprint call the specific one to be played?
Exactly, not sure why we don't have enum switches anymore (as far as I know). Every tutorial I've seen uses a different sound for every different surface, which seems a bit silly once you've got more than 3 surfaces :/
Yes it does. You’ll still put it on the animations you want to have sound with the exact same way it works with the third person bp. It’s just a little tougher to line up on the timeline. Personally I add them right when you see the elbows drop. That usually happens when all forced on the body is sent downward on a footstep.
After you’ve setup your physical material and applied it to the material you want, you can just paint your landscape with that material and the physical material will be applied as well.
Hey, it seems like it stops after taking 6 steps. What can i do about it?
I actually have a video on that. ua-cam.com/video/hi1B4W4IUK4/v-deo.html
@@TheSoundFXGuy thanks man! I was going insane D:
You'"re a hero
friend, your tutorials are good. I like the clarity you speak and the patience you are in my favorites
You can add vectors together with the + opperator in UE5
This is so easy! Select nodes kick ass
For anyone having an issue hearing their audio upon completing the tutorial, in the MetSoundSource graph try linking the On Finished node of the Wave Player with the On Finished node of the Output. That did the trick for me.
It’s hard to say without seeing it. If you’re open to it, my Discord server is linked in the description. You’re welcome to join and post some screenshots in the Game Audio Help form we have.
@@TheSoundFXGuy Thank you for the swift response! I figured it out. My solution is in my comment.
where to find this cool sounds effects
Oh my god yes I was waiting for something like this!! Thanks!
Awesome! This is the best video on this topic I have found. Followed along perfectly thanks.
In UE5 you can get the vector + vector node by right clicking in the graph, add node (+) then right clicking on either of the pins on the left, select convert pin at the bottom, choose vector. This will make the vector + vector node you couldn't find.
I appreciate that!!!
or just typing + in vector actions. ( instead of vector + vector, since it's an operator and not a function)
I’m new to Sound Design for games, these tutorials are a life saver 🥲🙏 thank you !
Very good and thank you very much!
Thank you so much!
Thank you so much man!
great job Man!!!
Great video! Thanks man - would love a video on using MetaSounds in the sequencer :)
Thanks brother. I’ll see what I can cook up.
Vector+Vector is just dragging from vector and typing add, then you can add whatever value you want
Super useful! Thanks for all your videos!
Great video! I have a couple of questions and request for future content if that's okay! What is the process for adding attenuation to Metasounds and how do you approach reverb volumes and creating acoustics spaces that the meta sounds can react within? For instance, concrete footsteps outside vs inside a tunnel, airplane hangar, etc.
Love that content. You are great :)
Requests are always okay and appreciated. I can certainly put a video together on attenuation and reverb with MetaSounds.
@@TheSoundFXGuy You're the man! Most of my experience is using Wwise within Unreal and I'm eagerly trying to backfill knowledge of the UE audio engine from the UE4 days and the soon coming UE5. You're videos are an extremely helpful resource and I greatly appreciate you taking the time to make them :)
Thank you! That's nice
Would be great to have something on auto landscape materials. I never can find anything that is proven to work everytime. It's so frustrating.
hey, did you find anything on this?
This one is amazing! Really good footsteps. If at some point you can cover how to make dynamic jump and land sounds could be awesome!
thanks bro :D
thank youu
"Vector + vector" and similar is no longer used, use the wildcards versions.
as of today, if you type "+" the Add node will populate for whatever type you're pulling from (vector in this case)
I’m trying to figure out how to get the “length of the audio” or duration of the file using meta sounds. I created a simple UI widget button that when you click it spawns the audio then plays it using blueprints. I’ve spent hours and weeks trying to figure this out only to find one reference to audio duration and that was Get Duration but couldn’t figure how to use that. Any advice or guidance would be appreciated.
As of 5.2 there is currently no way to send data from a MetaSound back to your blueprint. The Get Duration node will give you the time of the file but it's only useful for time based calculations within that same MetaSound. If your button is playing a specific audio file, you can look at the file details in the content folder to see the duration and then make a variable in your blueprint with that value. If you're using random sounds, you'll need to make an array variable with all of the duration values and find a way to send the same index number of the correlating value in the array to the asset array in the MetaSound to pick the correct element. It's a bit of a janky setup but that's the only way I know to do it at the moment.
@@TheSoundFXGuy thanks for the feedback, suggestion. That’s just funny how Unreal can’t determine the duration of an audio track without manually setting it yourself. But once you do create your variables you can still figure out how long the audio file has been playing correct? I’m basically trying to create an audio progress bar.
Hello guys, this is super useful, but what if some materials need longer footstep sounds? I found that the sounds stop for the next one to be played, how can we play the next sound without stoping the sound that's already playing? thanks in advance :)
Off the top of my head, the first thing I would try would be to duplicate your footstep MS, name them something like Footstep L & Footstep R and then have separate notifies that trigger their respective MS instead of retriggering the same MS over and over again.
I'm sure someone has told you where the vector + vector is...but if not, just drag off the first vector and type "+".
In case anyone has an issue where sounds suddenly cut off after a while or stop playing anymore, try plugging the Metasound's Wave Player's "On Finished" node with the output's "On Finished" node. There is another comment mentioning about this fix, however I would like to give an explanation as to why this is important.
Unreal Engine as far as I know supports 32 audio sources playing simultaneously. When this limit is surpassed, the new incoming sounds replace the oldest sounds in the list of audio sources. This means that if your project uses only short/rapid fire SFX, you will likely not notice a problem. However, the issue becomes obvious when your project uses long or looping samples (e.g. background music). If the "On Finished" wire is not connected, the sound which is played by the wave player will not get removed from the stack when it's finished and it will effectively stay in memory. Eventually (e.g. after a bunch of footsteps play), your background sound will get overwritten by UE trying to find room for a new footstep sound. When the "On Finished" nodes are connected, sounds get removed from the list of active audio sources, as soon as they're over.
In order to easily visualize this issue, execute "au.Debug.SoundWaves 1" in the console during play. You will notice the stack getting populated as new sounds get triggered, however they don't disappear from the list when the sound is over (if those two nodes aren't connected).
Thank you very much for this great tutorial, I sometimes forget about one of the steps (e.g. project settings physical surfaces, anim notifies etc.) and this is always my go-to video for finding out what I missed
hey i have a question since i use a ue5 mannequin for the animations i have another mesh as the character itself so i cant find event animnotify_footsteps @11:23 can i somehow use work around that ?
i am kinda lost, have i missed something?
If you're not seeing the Event AnimNotify_[name of notify] then you might be in your character bp instead of your animation bp.
Hello, I try to make this in ALS. The character already has the basic footsteps and I see the "Footstep_AnimNotify" in Track1 inside the anims. But when I (11:16) right click then there is no Event "Footstep_AnimNotify" available. It only works when I add new notifies same like in the tut. Why is it not working? Does it make sense if I do something with "cast to Footstep_AnimNotify"?
I'm having the same issue ..Were you able to figure it out?
If you're not seeing the Event AnimNotify_[name of notify] then you might be in your character bp instead of your animation bp.
excuse me for getting weird but the sound of ur voice is an instant sub/bell for me. for some reason i find it very hard to listen to most tutorials 5/5
Good video, congrats!!
Shoot! I HATE following these tutorials TO THE LETTER, double-checking my progress as I go, and having them not work. And then no one responds in UA-cam.
I'm working in 5.2, and I have two mannequins: Manny and Quinn. Quinn is in the scene by default, and "her" animBP says it's a child of Manny's. So I worked in Manny's BP and Quinn's wouldn't show the vector line trace. I copied all the added nodes into Quinn's animBP and still no vector line trace showing. Maybe that's not a deal breaker but...does this work in UE5.2?
I have to exact same issue right now, and I am working on UE 5.3
Heyy nice vid thank you !! I have a little question : What settings can I make to give a different step volume depending on whether my character is walking or running ? Thank you ! :)
Hi TheSoundFxGuy, i've follow your (Awesom and Simple) Tutorial fort adding dynamic Footstep Sound.
i just have a problem when my player is on Stairs, the "collision Line" don't check the stairs (little red squares don't appear), and so the sound dont' start playing.
how, this problem, can be resolved ?
Thanks a lot
Hey, how can i add reverb effect to my footsteps???
I actually have a video on that: ua-cam.com/video/9aJWPKZ5I78/v-deo.html
Great tutorial, I have deleted the animation of my first person character since I dont need to see it. Is there a way to add this method as well?
Hi! Thanks for the great tutorial!
Do you plan on extent this tutorial into series? Like adding various effects, echo, fading, cross fading, etc. to the footsteps sounds
Thx! Great Help
Btw. Meta Sound is a Plugin. Had to google it 😄
Hello nice tutorial! :) But what about when you are in an FPS setup and you don't see the feet touching the body ? Is there a way to program a certain "pace" to the footsteps if you keep pressing the forward button ?
Usually an FPS character (like the UE Default FPS character) still has an animation bp because of things that might be visible in the camera like arm movement. So you can still add the notify events to the animation timeline, you just may need to use other information from the animation itself to guess where the footsteps might be. For example if the arms are swinging with the motion of movement, the point where you see the weight of the arms apex at the bottom would most likely be your stepping point.
Eres mi padre
6:39 just hit +
Huh, 'MetaSounds' doesn't show up in the context menu for me. Has this been changed somewhere along the line?
cant find it either
@@hex6206 Just realized you have to enable the plugin by going to 'Edit' --> 'Plugins' --> Search for 'MetaSounds' --> Enable plugin and restart editor. Hope this helps!
@@antlermind thanks!
I notice when I increase the speed of the footstep to a certain point the sound only plays every few seconds
how can add multiple sounds to the same surface? so the sound wond look looped so much! thanks!
Create a MetaSound with a wave player. Instead of just putting one asset in there, pull off the asset pin and add a get random from array node. Pull off the array pin and create a variable array. Add your variations to that array. Run your OnPlay into the get random node and run the OnNext pin to your wave player. Connect your OnFinished and your audio outputs. This should give you a MetaSound that will randomly pull audio asset each time it's called instead of just one sound over and over again. Check out this video to see an example: ua-cam.com/video/RU1JF304NfQ/v-deo.html
Thanks! you are fantastic! tanks again!!! Cheers from Argentina!@@TheSoundFXGuy
So Ive followed this and a few other footstep tutorials - I get everything going perfectly in editor, all of my animations are g2g with sound, but they do NOT play in PIE. Ive watched every tutorial and they are very straightforward, but Im getting nowhere with this. It seems too simple to mess up but I have somehow.
Workout seeing your setup, it’s hard to say. You’re welcome to join my Discord server (linked in the description of the video). We have a help forum section of the server where you can post pictures and ask questions.
Hello, and thanks for the tutorial, just wondering how can I disable the red tracking marks, so I won't see them everytime I'm testing the play button, lol.
On the line trace by channel node there is a tick box for the debug line. You just need to untick it.
@@TheSoundFXGuy thanks, it worked! Can't believe didn't figured out haha.
they renamed it from vector + vector to just "add" along with "subtract", "multiply" and "divide"
Mine only dooest the sound the number of notifies it has on the run animation...
Since im using the first person view i seted up 6 notifys, and it only detects those 6 with line trace channel... what should i do to "loop"
Facing the sale issue here. Seems like the line trace channel stops to update randomly. Don't know what's happening. Did you find a fix ?
Now I hope this isnt a dumb question but for the FPS Template you cannot create a Metasound, and i am wondering if you can do a similar thing with a Sound Cue?
Correction, I figured it out. Im new to this, haha.
@@fartingtaco5954 No question is a dumb question and there's nothing wrong with being new to it. If you have more questions, feel free to join the Discord linked in the description of almost every video I have. We've got a great community of really helpful people and users of all skill levels are welcome.
Is there a way to set this up with one Metasound? If the inputs for different surfaces are in one Metasound, could the blueprint call the specific one to be played?
Exactly, not sure why we don't have enum switches anymore (as far as I know). Every tutorial I've seen uses a different sound for every different surface, which seems a bit silly once you've got more than 3 surfaces :/
11:14 Nothing shows up in this part, anyone knows a way around?
If you're not seeing the Event AnimNotify_[name of notify] then you might be in your character bp instead of your animation bp.
Can you pack the footsteps sound files to google drive and send it to me?
This work with first person game where you don't have and player anims?
Yes it does. You’ll still put it on the animations you want to have sound with the exact same way it works with the third person bp. It’s just a little tougher to line up on the timeline. Personally I add them right when you see the elbows drop. That usually happens when all forced on the body is sent downward on a footstep.
@@TheSoundFXGuy what if we don't have leg or animation ?
How would you do this with a landscape material?
After you’ve setup your physical material and applied it to the material you want, you can just paint your landscape with that material and the physical material will be applied as well.
Got it! Thank you!
I imagine this doesn't work for painted landscapes, ..or does it?
It does. As long as you have a physical material attached to the material your player is making contact with it’ll play the sound
@@TheSoundFXGuy Awesome! Thanks
Discord mod lookin ahh
Thank you so much!