- Видео 15
- Просмотров 10 058
Alexander Ross K
Добавлен 29 окт 2014
Hello, I am Alex. This is where I share original music and sound design projects.
Building Dynamic Music Systems in UE5
This video explores a different approach to video game music composition using Unreal Engine 5's MetaSounds. This is how I use procedural music systems to create dynamic audio that adapts to gameplay while maintaining musical coherence.
0:00 Introduction and challenges of game music composition
1:21 Project overview and sample setup
2:00 Demonstration of main generative patch
3:41 Creating sequential patterns
4:33 Implementing pitch variations and timing
5:38 Setting up kick drum patterns
6:45 Adding dynamic snare variations
7:13 Designing melodic sequences
8:00 Implementing melodic sequences
9:30 Creating the ambient patch
10:40 Building the melodic generator
12:00 Setting up filter modulation
13:02 ...
0:00 Introduction and challenges of game music composition
1:21 Project overview and sample setup
2:00 Demonstration of main generative patch
3:41 Creating sequential patterns
4:33 Implementing pitch variations and timing
5:38 Setting up kick drum patterns
6:45 Adding dynamic snare variations
7:13 Designing melodic sequences
8:00 Implementing melodic sequences
9:30 Creating the ambient patch
10:40 Building the melodic generator
12:00 Setting up filter modulation
13:02 ...
Просмотров: 285
Видео
Hogwarts Legacy Sound Redesign: Spellcasting in UE5 MetaSounds
Просмотров 5114 месяца назад
This video walks you through the process of recreating Hogwarts Legacy's basic spell-cast sound effect and implementing this sound in UE5 MetaSounds. Whether you're a sound designer or game developer, this tutorial offers insights into professional sound design techniques and their implementation in modern game engines. 0:00 Introduction and overview 0:42 Breaking down the sound layers 3:32 Com...
The Sound of Democracy - Orbital Strike SFX in Helldivers 2
Просмотров 1,8 тыс.9 месяцев назад
Join me in this sound effect breakdown as I try to redesign the iconic orbital strike sound effect from HELLDIVERS 2. We'll be crafting those crushing impact sounds you hear in-game using Phase Plant.
Implementing Sci-Fi Weapon Sounds in Unreal Engine 5.3 Metasound
Просмотров 57311 месяцев назад
In this video I'll show you how to implement customizable, automatic & semi-auto sci-fi gun sounds using Unreal Engine 5's powerful Metasound system. Learn these tricks: Build a layering system Add subtle randomness for realistic sound. Add custom parameters Use metasound patches and sources that work for ALL your weapons. Leave a like if you're ready to arm your game's weapons with epic sound!
Sci-fi Gun Sounds in Phase Plant
Просмотров 97011 месяцев назад
🚀 Dive into the future of sound design! Join me in another Phase Plant sound design demo where I'm designing a sci-fi weapon sound by sculpting and combining synth and sample-based layers. Let's unravel the secrets behind crafting immersive sci-fi weaponry effects. Get ready to unleash your creativity and improve your sound design game to intergalactic heights! 🌌 #sounddesign #phaseplant #scifi...
Wind Synthesis in Unreal Engine 5.3 Metasounds
Просмотров 568Год назад
Explore Unreal Engine 5's immersive audio as I craft realistic wind sounds using MetaSound. No sampling, and no external effects-just sweet noise generators! Discover how to use simple audio synthesis in MetaSounds to create lifelike wind movements. Experiment with your audio in UE5-hit play, like, subscribe, and join me on more audio adventures! 🎮🔊
Creating Alien Sounds using Granular Synthesis in Phase Plant
Просмотров 3,4 тыс.Год назад
Listen as I take you on an auditory adventure into the fascinating universe of dynamic alien sounds created with Phase Plant using the cutting-edge field of granular synthesis. I've been having a blast exploring the sound design potentials Phase Plant has to offer! I hope you enjoy!
How I used Vertical Layering for In-Game Menu Navigation
Просмотров 89Год назад
Here is another demo of how I used vertical layering in my latest project, Pick-a-Pocket! 🕹️ The music and ambient layers adapt to the menu navigation by switching between two states for the main menu and sub-menus. Support and download Pick-a-Pocket on Steam: store.steampowered.com/app/2481440/PickaPocket/
Designing Train Sounds using FMOD
Просмотров 118Год назад
Here's a short breakdown of how I use adaptive loops to create a dynamic audio system within FMOD. If you're interested in playing Pick-a-Pocket you can check it out on steam: store.steampowered.com/app/2481440/PickaPocket/
My First Game Jam Experience as a Sound Designer and Composer
Просмотров 986Год назад
In this video, I share my experience of creating sound design for a robot-themed game. I discuss my process of designing sounds in Reaper and VCV Rack, building functionalities in FMOD, and integrating sounds into Unity. Game link: alexanderross.itch.io/rebot Remember to like, comment and subscribe!
Introduction to Environmental Game Audio Design in Unity
Просмотров 86Год назад
In this video, I will provide an overview of environmental game audio design in the Unity engine. Throughout the video, I will demonstrate how I use various basic audio implementation methods to create an immersive first-person environment. Hope you like it, and let me know if you have any questions in the comments!
Adaptive Game Music - Vertical Layering in FMOD
Просмотров 340Год назад
This video demonstrates vertical layering in FMOD studio by using automation to control the volume for each individual instrument with a single “Progression” parameter. This parameter can then be used to change the arrangement based on the player's progress in a game scene.
Short Film Sound Redesign Showreel 1
Просмотров 105Год назад
This is a compilation of science fiction-themed redesigns. Foley, field recording, sound design and synthesis techniques were used to create an outer-worldly experience. I worked on building immersive experiences with captivating sonic narratives. Credits: The Heretic short film ruclips.net/video/iQZobAhgayA/видео.html&ab_channel=Unity Written and Directed by Veselin Efremov Created in Unity by...
Indie Game Sound Redesign Showreel 1
Просмотров 83Год назад
This is a collection of indie game playthroughs. Each clip has its own distinct sound design and composition, and each redesign has been mixed and mastered to closely resemble modern game audio production.
Ambient Patch in VCV Rack
Просмотров 1063 года назад
Join me as we explore the depths of ambient synthesis, unlocking the full potential of VCV Rack to sculpt sonic atmospheres. Tune in and let the soothing sounds of the ambient patch elevate your musical journey that transcends boundaries.
Best part is earing the ultra sonic wave from over the map
amazing
Dude I loved your video. I am a foley artist and I want to start getting involved with video game sound (because it's not linear and it's so interesting) and i am currently trying to understand how to use UE5 metasounds and how to start implementing the sounds in the game in a creative way. Metasounds looks like a great replacement of Wwise or Fmod (if your game is made in UE ofcourse). I will subscribe to your channel (with my other account too) in hopes that you'll make more content like this! Thanks for sharing!
Thanks Yiannis! I will definitely continue to make Metasounds content, so you're in the right place! I started getting into game audio with FMOD for Unity and UE4, but now that I've switched to UE5, it makes working in the game engine so much easier, and the workflow feels way more creative, while FMOD was a bit too limiting. That's awesome to hear you have foley experience! What kind of projects have you worked on as a foley artist, and how do you think that experience will translate to game audio? Thanks for subscribing!
@@alexanderrossmusic I used to do the audio for some sort films. I like foley so much man. It's very creative. I think that sound designers with foley experience can create detailed sounds without the use of synthesizers. I think at least... I may be wrong haha. It definetly helped me a TON. I use foley for 95% of the sounds. I think it's a different approach, that's all. Changing to game audio though is very challenging. I used Wwise a little bit (I don't have much experience in game audio) and now I am in a game jam and I decided to use metasounds instead of Wwise and it's very difficult. I don't know a lot of blueprint scripting and because metasounds is quite new there are not a lot of videos online to teach me how it works. I can't find a source to learn metasounds... For example with Wwise I used to live mix the sounds when I was testing the game. In Unreal that doesn't seems to be the case. I can't find a way to live mix the sounds while testing the game... Probably there is a way I am just not aware of it.
Great Video mate, how do you handle concurrencies when using 5-6 layers per gun fire especially on autofire when there may be multple guns firing around you?
Cheers! Excellent question! I would only use this many layers for the main player's weapon. The goal is to add detail to the most repetitive and noticeable sounds that the player will hear constantly. In a multiplayer context, I'd create a simplified version for 3D gunshots fired by other players. This approach balances performance and audio quality. For other players' gunfire, I'd focus on how the sound varies depending on distance from the listener, rather than making each individual shot highly detailed. To handle concurrency, I'd use audio pooling and prioritization. This means pre-loading a set number of audio sources and playing the most important ones based on proximity and significance to the player. I hope this helps!
fantastic work!
Thanks!
Lovely video! Great work :)
Cheers Joe!
it's a little boring but i'd appreciate a tutorial on how to recreate the in-game helmet voice filter. i've got some voicelines extracted from the game, but without the helmet filter they sound a bit too raw for the video im making. i tried plate reverb, telephone effect, but i really have no idea what im doing, and i'd rather not spend hours playing the game with the sound muted except for dialogue, hoping i get the lines i need and that they aren't interrupted by the charger i couldn't hear coming.
Can you actually show how to setup the metasound from scratch. I've watched 10 of these videos and all of them have the metasounds already setup and no explanation of things like how to actually setup inputs like On Play- Stop or On Fire
DUDE IVE BEEN SAYIN THIS ABOUT THAT STRIKE
How did you create the MouthClick sound ? Please make a tutorial about that in Phase Plant. Thank you!
its so weak tho :(
The orbital Strike is by far the most jaw dropping orbital in the game. I think they gave it more love because it's essentially the first thing you use in the game. PS: the "pre-impact" you made does not feel right to me
Awesome video, this would be cool to use your effect for like a new gun. I'm thinking "DOOM Canon"
Great video!
Super cool. i'm pretty new to metasounds/UE5 and this was awesome to go through. I want to get onto a team that works on FPS games and this was great to learn from!
Super cool vid, the sound design in this game is truly incredible. U did a great job recreating, and was deffinitly great for learning. Your comparison to thunder is such a perfect way to describe the feeling it gives. Listening back, I think that first phase plant layer could have the transient trigger even faster right before the drop as it almost sounds like an oscillator itself by the end in the original sound. I assume you could have the trigger rate in the grain automate to an even faster value right at the end there. (Not a phase plant user.) In the original, that same layer also has a little less high frequency to me, and a little more tonality in the mids. Maybe there is even a filter automation right before impact as well. Also curious if u tried using actual thunder samples at all and how that sounded for pre and post impact? Not giving this feedback to bash just curious if you or others hear it as well! Amazing video please make more :)
Thanks so much for the feedback! The grain sample could have been improved by tweaking the tonality in the mids like you mentioned. With this in mind, I noticed that I had an instance of OTT by Xfer on this track which boosted too much of the highs. Love the grain rate idea! I tried this out and the self-oscillation works really well for building up the overall impact. Thanks again! Feel free to let me know if there's another game audio topic, or sound breakdown you would like me to cover.
Great little recreation! Really cool way of breaking stuff down into its components and finding a way to recreate it. Been playing loads of Helldivers myself and I totally get what you mean about that specific sound. As well as the entire game sounding amazing. Great job Alexander!
Thanks Joe! Great to hear you're enjoying Helldivers as well! Your latest weapon showreel was awesome and can't wait to see what you work on next!
1 tip for enemy sounds: use different pitches for enemies and player sounds to distinguish them. i.e. the attack sounds for player and enemy sound too similar. A good check is to close your eyes and listen. if you can't tell who is attacking you need to further distinguish the sounds.
sounds like a tom and jerry castenet
great job !
Thank you!
that ost inspires dread, and also bops
holyyyyyy this distorted drum sequence ting is BUSSIN
We love granular synthesis!
So do I!
I know nothing about sound design, but that was pretty cool. Thanks!
Glad you liked it!
How did you decide what software to use? Do the devs come into it with an idea of what they want? Or do you request what middleware you want to use?
I decided to use FMOD because I wanted to gain more experience with it at the time. I also find it much easier to edit assets, parameters, FX etc in the middleware instead of directly in Unity. There's just a few extra steps while setting up the integration for remote teams. The devs were happy with any software as long as we were able to complete the project in time! 😅
Cool video, very interesting how you did all this!
Cheers, glad you liked it!
awesome
Cheers!
underated
Glad you enjoyed it!