Unreal Engine 5 | Controlling MetaSounds with UI Widgets

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  • Опубліковано 29 лип 2021
  • This week we're back in Unreal Engine 5 controlling MetaSounds with UI Widgets.
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  • Розваги

КОМЕНТАРІ • 18

  • @NickSchipano
    @NickSchipano 2 роки тому +2

    Thanks for this! I extended your example by adding a couple sliders to drive the Loop Start and Loop Duration inputs of the Wave Player (via Float To Time) for some interactive granular fun.

  • @JohnTosom
    @JohnTosom 3 роки тому +2

    You did it again !!! Perfect video.

  • @muhammadzia4918
    @muhammadzia4918 Рік тому +1

    Excellent work

  • @ronnieb.f.h
    @ronnieb.f.h 3 роки тому +1

    🦉
    love the show

  • @Steolepandaxiongmao
    @Steolepandaxiongmao 3 роки тому +1

    This rocks!

  • @agustincristofano9770
    @agustincristofano9770 Рік тому +1

    Thank you!

  • @JoaoVictor-fk8no
    @JoaoVictor-fk8no 10 місяців тому +1

    In 8:46, there's no "Get parameter interface" for me
    * This node doesn't exist anymore, just skip it and call set float from return value

    • @TheSoundFXGuy
      @TheSoundFXGuy  9 місяців тому +1

      Glad you found your solution. I do have a video on the Get Parameter Interface being removed. I just haven’t had a chance to pin it to my older videos that used it.

  • @LuisFrontanilla
    @LuisFrontanilla 3 роки тому +2

    WAOH

  • @mathajar9563
    @mathajar9563 3 роки тому

    Gituh boi

  • @code-72
    @code-72 10 місяців тому

    UMG viewmodel please!

  • @rowanwilson1828
    @rowanwilson1828 Рік тому

    I have it setup so a sine wave meta sound with an AD envelope is triggered every time a platform is hit. I want to be able to adjust the decay time of the sine wave during gameplay. I have followed the setup in your video and it works with other meta sounds. But when I hit the platform the decay time is always the same even when I change the slider. Any idea of why this might be?

  • @eldflaug3770
    @eldflaug3770 Рік тому +1

    hei, thank you for all your great tutorials :D I have one question... I use Metasounds in a project I am working on, and I connect ,,On Finished" and make the sound Auto destroy itself when I spawn it into the world... but it still lingers in the world and takes um sound slots. There are 32 slots, and after some gameplay it is full. I use au.debug.soundwaves 1. debug message to see the slots and how many are in use. That is really helpful, but still the sounds play on forever. Only way I have found is to make delay for h ow long the sound is and then use ,,Is Valid" and then ,,Stop".... But I thought I might be missing something really basic :D I would be really happy if someone can help me or give idea

    • @TheSoundFXGuy
      @TheSoundFXGuy  Рік тому

      It's a little tough to say without seeing your setup. My Discord server is linked in the description. You're more than welcome to join. We have a whole Q&A forum section in there that you can post in with screenshots if you'd like.

    • @eldflaug3770
      @eldflaug3770 Рік тому +1

      @@TheSoundFXGuy thank you! :D I will add this there, thank you for your help and thank you really much for responding to my comment

  • @SaschaElble
    @SaschaElble Рік тому

    Two minutes in and all you have is a blank widget. I'm not going further.

    • @ghy518
      @ghy518 10 місяців тому

      You do know that UA-cam has fast-forward and playback speed options, right?

    • @SaschaElble
      @SaschaElble 10 місяців тому

      @@ghy518 you do know creators have an intention to pad their video playtime for ad revenue, right?