great stuff Brian. I've been watching and learning from your vids for just over a week I guess. Good quality, well presented. I'm trying to develop something heavily reliant on audio, still at the first thoughts stage and your tuts are really helpful, thanks. Your subscriber number is also slowly increasing I see..
love this stuff. please do a tutorial on metasounds to blueprint which is new in 5.3, and some cool stuff you can do with all of that. include things like the new audio writer etc. would love to see how you use these things
Excellent tutorial! I couldn't really make heads or tails of the official documentation, but I immediately understood the concept thanks to your excellent example (the great arrangement of "Here comes Santa Claus" definitely helped :D). Thanks to your example, I've also started using MetaSounds for my new project, so that's a plus as well. Big thumbs up from me!
This is a very unique channel. Thank you. I got a beginners question. Does metasound have the ability to analyze audio in real time ? If I were to detect beats for a rhythm game ,would I have to search for a plugin ? Thank you so much. Subscribed ! b
Yes you can use the output watcher. Check out this video at 17:47 and I show you how to hook up a quick RTA ua-cam.com/video/vmK2w5Qm-ew/v-deo.htmlfeature=shared
@@brianmichaelfuller But say if I wanted to control multiple reverbs on a per-sound basis, would this allow me to? Or would I need a different approach? Also thanks for the quick reply. Love your videos
@@alexhaisting if you want to control multiple reverbs you probably would need a submix send for each one and modulate the amount you send to them each. Just keep in mind reverbs feet very expensive!
I tried applying it to the Sound Class, but it didn't work. 🥲However, when I applied it directly to Metaound, it worked. Do you have any idea why this is happening? *The Sound Class is assigned correctly, and if I set the volume to 0 in the general settings of the Sound Class, all audio responds.
Sound classes are not audio. They are not effected by audio modulation. Sound classes are more of a “classification” type thing. A way to apply general properties to a bunch of stuff as a group
feels illegal to watch this for free, thanks a lot Brian! great arrangement too! we are lucky to have you mate :)
@@aktasluna you can always buy me a coffee!!! lol
Great explanation, and great tune as well!
great stuff Brian. I've been watching and learning from your vids for just over a week I guess. Good quality, well presented. I'm trying to develop something heavily reliant on audio, still at the first thoughts stage and your tuts are really helpful, thanks.
Your subscriber number is also slowly increasing I see..
Thank you for the encouragement!!
Thank you i'm learning unreal audio feature and even though i read the docs i'm always stuck.
Thanks. The song is really a good vibe one and really nice to listen to :)
love this stuff.
please do a tutorial on metasounds to blueprint which is new in 5.3, and some cool stuff you can do with all of that. include things like the new audio writer etc. would love to see how you use these things
Thanks for the idea! Will do!
Once again one of your tutorials saved the day for me. I now have a working mixer for my looper synth.
Awesome stuff!!! Appreciate you
It's almost Christmas now.
I was just thinking that!! lol
Great tutorial, thanks for explaining the concepts in a clear way!
Amazing tutorial man, thank you very much!
Excellent tutorial! I couldn't really make heads or tails of the official documentation, but I immediately understood the concept thanks to your excellent example (the great arrangement of "Here comes Santa Claus" definitely helped :D). Thanks to your example, I've also started using MetaSounds for my new project, so that's a plus as well. Big thumbs up from me!
Thank you so much for the encouragement!
You make really good videos to learn. Thank you
This is a very unique channel. Thank you. I got a beginners question. Does metasound have the ability to analyze audio in real time ? If I were to detect beats for a rhythm game ,would I have to search for a plugin ?
Thank you so much.
Subscribed !
b
Yes you can use the output watcher. Check out this video at 17:47 and I show you how to hook up a quick RTA ua-cam.com/video/vmK2w5Qm-ew/v-deo.htmlfeature=shared
@@brianmichaelfuller wow thank you so much.
cheers,
b
Can these be instance-based instead of global to all it's connected to?
@@alexhaisting you can assign any control bus to any source. It can be on ALL sounds or 1 sound…. Whatever you choose. Very flexible
@@brianmichaelfuller But say if I wanted to control multiple reverbs on a per-sound basis, would this allow me to? Or would I need a different approach? Also thanks for the quick reply. Love your videos
Basically trying to make a dynamic mixer for reverb on a per-sound basis
@@alexhaisting if you want to control multiple reverbs you probably would need a submix send for each one and modulate the amount you send to them each. Just keep in mind reverbs feet very expensive!
@@brianmichaelfuller I’ll give that a shot! Thank you!!
I want to more debugging skill
您好,感谢您的帮助。你能帮我回答一个问题吗?如何使一个总线根据另一个总线的状态做出反应:例如,随着音乐总线的音量逐渐增加,sfx 总线的音量和频率会降低。当总线混音被激活时(假设它被命名为死总线),我会得到音乐总线逐渐增加音量,而 sfx 总线逐渐将音量逐渐降低到 0 并同时降低频率。如果无法进行音频调制,虚幻引擎如何实现此功能?
For the situation you describe, I would probably use a audio Submix group and control each as a whole group
I tried applying it to the Sound Class, but it didn't work. 🥲However, when I applied it directly to Metaound, it worked. Do you have any idea why this is happening?
*The Sound Class is assigned correctly, and if I set the volume to 0 in the general settings of the Sound Class, all audio responds.
Sound classes are not audio. They are not effected by audio modulation. Sound classes are more of a “classification” type thing. A way to apply general properties to a bunch of stuff as a group