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!
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Great content! Thank you!
My pleasure!
Thanks ! Cool stuff :)
Thanks for watching Romain!
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!
How do you play the same random sound at multiple locations
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"