Triggering Random Sounds with Metasounds

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  • Опубліковано 25 лют 2023
  • Welcome to the channel!
    Today we'll be getting into Unreal Engine 5, utilizing MetaSounds and how you might set up some Random Container MetaSound logic, to play variations of sounds when triggering a MetaSound. We'll cover the heuristics of making variations for sounds, the effect they have on simple gameplay events like footsteps, and we'll also do some designing in Reaper, using NVK_Create to make some Horse inspired....something!
    Follow along or send some messages to @dweaveraudio on Twitter for future content you'd like to see!
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КОМЕНТАРІ • 7

  • @andrecavallin7535
    @andrecavallin7535 Рік тому

    Great content! Thank you!

  • @romainbelet5105
    @romainbelet5105 Рік тому

    Thanks ! Cool stuff :)

  • @renatoe3417
    @renatoe3417 2 місяці тому

    Hi ! every time I use trigger repeat the new sound cuts the current one : ( Is there a way to overlap them ? I mean let the current sound wich is being played finish no matter if the new sound has been triggered ?
    Thanks a lot!

  • @buster5661
    @buster5661 8 місяців тому

    How do you play the same random sound at multiple locations

    • @dweaveraudio
      @dweaveraudio  8 місяців тому +1

      For this one, I think you'd be looking at a combination of blueprints and metasounds. I'd check out this tutorial for something of the like, if you wanted to do it in code
      ua-cam.com/video/qdmahGzanVY/v-deo.htmlsi=_mxZIJmYBawuwScw
      Alternatively, you should check out source busses, if you're looking to do something positional, that doesn't use up a new voice for each version of the same "speaker"