Understanding MetaSounds: A Technical Guide For New Designers

Поділитися
Вставка
  • Опубліковано 13 січ 2023
  • In this presentation, I talk about the technical aspects of MetaSounds as they concern audio designers and hopefully shed some light on some of the more fuzzy or less understood elements.
    This is not a tutorial on building MetaSounds, it is a technical primer for understanding the MetaSound graph.
    00:00 Intro
    00:59 Video Contents
    01:49 You, MetaSounds, and Everything Else
    06:07 OnPlay and OnFinished--Threads and Async Tasks
    16:46 OneShots and Sustained Sources--Audio Components
    20:56 Interfaces
    22:14 Inputs, Outputs, and Variables
    23:33 Presets
    25:49 Thinking in Buffers
    28:58 Buffer Rate vs. Sample Rate
    32:58 Triggers are NOT Executions
    35:24 MetaSound Sources vs. MetaSound Patches
    37:55 Set, Get, and Delayed Get
    40:50 Outro

КОМЕНТАРІ • 26

  • @GuitarWisdom
    @GuitarWisdom Рік тому +3

    This was great and quite a bit more useful than most of Unreal's own streams. The panel format just doesn't work that well for instruction. Thanks for doing these.

  • @shempii
    @shempii Рік тому +1

    9:20 YES Dan please, this would be phenomenal. Opens up so many incredible uses for interactive music/sound

  • @TheSoundFXGuy
    @TheSoundFXGuy Рік тому +3

    Thanks so much Dan. Sharing this with my Discord server.

  • @patrikbaboumian
    @patrikbaboumian Рік тому +1

    Thank you for putting these videos out Dan! It's awesome to have all this information from the "source" :)

  • @leehammoud
    @leehammoud Рік тому +1

    Exactly what is needed for metasounds introduction, thank you

  • @mrbackzpace
    @mrbackzpace Рік тому +2

    This a great explanation of what metasounds is and is not. Excellent guide for those considering using this new toolset. Thanks Dan , excellent work!

  • @mrLamma
    @mrLamma Рік тому +1

    Best video i watched this year. Thank you Dan!

  • @Gatlen_Shado
    @Gatlen_Shado Рік тому +2

    Good stuff, gonna have to go through this a few times to get it all. Would love to see a few practical examples for what is covered in this video. Such as the play on nearly finished.

  • @13longlong13
    @13longlong13 Рік тому +1

    Thank You Dan! Very useful !

  • @marcfruchtman9473
    @marcfruchtman9473 Рік тому +1

    Thank you for this in depth review.

  • @saxelectro
    @saxelectro Рік тому +1

    Very Useful! Thanks!

  • @itaimatos
    @itaimatos Рік тому +1

    Great fundamentals presentation, thank you Dan!
    I wish there would be additional interfaces for metasound, especially MIDI in, or an easy quartz clock inlet.
    Cheers

    • @DanReynoldsAudio
      @DanReynoldsAudio  Рік тому +1

      All of that is on the road map, though I'm not sure when.

  • @alteeguitar
    @alteeguitar Рік тому +1

    Very helpful. Thank you!

  • @johnoestmannmusic
    @johnoestmannmusic 5 місяців тому

    Awesome stuff - thanks Dan!

  • @ArthurBarthur
    @ArthurBarthur Рік тому

    Fantastic as always 😎

  • @marcuslawson4632
    @marcuslawson4632 Рік тому +1

    Great video. Thanks!

  • @AidanNewsome
    @AidanNewsome Рік тому +1

    Thanks Dan 🙌

  • @JeshuaW
    @JeshuaW 11 місяців тому

    I think a lot of folks would be more open to metasounds if it was marketed as one part of a larger audio ecosystem. It's not a replacement to Wwise, but an addition to your design workflow. I do hope that Epic begins to focus on mixing games with UE audio in the near future. Managing large sets of files, bussing, and the like gets really confusing with all the places things can be overridden. A true audio mixer view is what we need to replace soundclasses. Additionally setting params with strings/names in the metasound graph just seems ripe for error on large teams. I love studying metasound in my free time, but I don't see an easy path of integrating it with dozens of audio designers at work on a project without lots of policing in its current form.

  • @AllPinballFanatic
    @AllPinballFanatic 6 днів тому

    Can You tell me how can I set Sound Concurrency for my Metasound ? In Edit Metsound Settings I don't have it. UE 5.4.2

  • @_DamianSanchez
    @_DamianSanchez Рік тому

    Thanks for this video Dan, if may I ask something related to 16:47:
    If an Audio Component which is playing a 'non one-shot' Metasound is destroyed in the Game Thread (Stopped or Faded Out to 0.0), will that Metasound be automatically "finished" also?
    Or will it stay in the Audio Thread infinitely?
    thanks!

    • @DanReynoldsAudio
      @DanReynoldsAudio  Рік тому +2

      As a safety, any time an Audio Component is destroyed, its associated sound is stopped. This is also why if you do not cache your Audio Component in a variable, Garbage Collection can come along and destroy your Audio Component and stop your sound before you wanted.

  • @cabab
    @cabab Рік тому

    GGGreat video!but I have a question, is there any different from Metasound Patch and Metasound Preset?? When I create the Preset, I found it will automatically create the graph that I can use in other Metasound Source. In this case, maybe it's no necessary to create patch??

    • @DanReynoldsAudio
      @DanReynoldsAudio  Рік тому

      A MetaSound Patch is a sub-graph with arbitrary ins and outs. A MetaSound Preset is a variant of a MetaSound Source with different Input data.

    • @cabab
      @cabab Рік тому

      @@DanReynoldsAudio Thxxxx!!! I think I figure it out

  • @eldflaug3770
    @eldflaug3770 Рік тому

    Hei Dan! Thank you for all this videos. They help us so much! you explain really well! :D I am watchiing this and understand when th ,,On FInished" should do - but for some realson it does not work for me... maybe you or someone here can help... I have a Metasound in a project Im working on, and I connect ,,On Finished" and make the sound Auto destroy itself when I spawn it into the world... but it still lingers in the world and takes up sound slots. There are 32 slots, and after some gameplay it is full. I use au.debug.soundwaves 1. debug message to see the slots and how many are in use. That is really helpful, but still the sounds play on forever. Only way I have found is to make delay for h ow long the sound is and then use ,,Is Valid" and then ,,Stop".... But I thought I might be missing something really basic :D I would be really happy if someone can help me or give idea