Interactive Audio with MetaSound: Communicating with MetaSounds from Blueprints | Unreal Engine 5
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- Опубліковано 10 лип 2024
- Learn how to drive an interactive audio system using the Set Float Parameter with Unreal Engine 5's MetaSound. Demonstrated by Montreal-based composer Michael Gary Dean.
Buy me a coffee? - www.buymeacoffee.com/michaelg...
0:00 - Intro - Set Float Parameter node
0:30 - Overview of the MetaSound
1:25 - MetaSound Inputs
1:59 - Creating a Blueprint Class (Actor)
2:33 - Getting the player's speed in Blueprint
4:07 - Using Set Float Parameter
5:20 - Adding an Audio Component to reference the MetaSound
5:56 - The Result
More MetaSound Tutorials:
• Intro to MetaSound for... - Ігри
Thanks for this - just what I needed!
Awesome! Glad it helped!
Useful info, thank you for making this! 🎉😊
Thanks Steven. Glad it helps!
You really deserve more subscribers. Thank for your job.
Thanks Anton! More content on the way :)
Hey. Interesting video. I am attempting to apply this concept to switching between Idle music & moving music. How would I go about doing that?
Hey there. I think you're looking for the Quartz clock. This is designed for sequencing interactive music between different parts while staying tightly synced via the audio thread. You could in theory do it just within Metasounds, but I would say the Quartz clock design allows for bigger, more robust systems. I have a few basic videos about Quartz in the my playlist titled, "Procedural Audio & Interactive Music in Unreal Engine 5" if you want to check them out.
ua-cam.com/play/PLipnod61VHOUorA3dlqV95BaoaVoqFXb4.html
Thanks for watching.
OK. Thanks.