Metasounds 5.2: Distance Based Dynamic Music Interaction: Deep-Dive

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  • Опубліковано 2 жов 2024
  • Here's a full breakdown of my Metasound Distance Based Musical interaction video. Unreal Engine 5.2 It uses player distance to adjust run-time dynamic levels of the music as well as the tempo of the music score. So as your player approaches a specific object, the music grows in intensity.
    I used Timelines to feed Metasounds based on Player distance from each Cube. Both the music intensity and tempo increase and decrease based on location.
    While this is a pretty standard concept, the scalability is insane! Use these concepts to generate AI melodic content, and real-time synth parameters.
    #UnrealEngine #MetaSounds #GameAudio #Tutorial #GameDev #SoundDesign #MusicComposition #generativemusic
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КОМЕНТАРІ • 6

  • @cabab
    @cabab Рік тому

    Excellent video!! But I found that the "Delay Pitch Shift" node is so loss to audio, it works, but it make a lot of noise.....

    • @cabab
      @cabab Рік тому

      it seems that in UE Audio system, there is no "Stretch" mode to make audio speed up or down while the audio length keep the same.....

    • @brianmichaelfuller
      @brianmichaelfuller  Рік тому

      Depending on your audio, anytime you stretch it by a lot you will hear some artifacts. One way to reduce this is to make sure the audio is clean and doesn’t have a lot of effects like reverb or delay. If you add that in real-time , post stretching, it can sound a lot better. Also, speeding up usually morphs better than slowing down.

  • @annyantuv9068
    @annyantuv9068 Рік тому +1

    This is so good and have so many possibilities to do with the same techniques. Like changing multiple sonds according to distance like reverb and all.
    👏👏

  • @RomanWaves
    @RomanWaves Рік тому +1

    amazing work! thanks for the showcase Brian!
    may I ask what string libraries you used? These sound great :)

    • @brianmichaelfuller
      @brianmichaelfuller  Рік тому

      Thank you!! For this demo I used Ark Metropolis and LASS combined low strings. I find that often a combination does the trick!