These types of tutorials are SO much better than the 2 hour waffling talky ones. Absolutely fantastic and we need more of these types of videos in this format please.
I agree to an extent… they are more consumable BUT the longer ones are usually required for the features they explore. I have found the longer ones equally useful. I guess we’re extremely fortunate that Epic provide both and are dedicated to opening up and explaining their content in numerous ways.
My preference is when people get to the point ; and it'd be helpful to have a timeline with the video that outlines where specific topics are discussed.
Concise and straight to the point, thank you for respecting our time by establishing these half-hour format tutorials! These 2 hours Inside Unreal talks are interesting, but especially when the people are in different locations, quite hard to follow.
Seeing the minigun example was a really nice surprise as I also had to do one with the exact same logic: wind up, idle spin, firing, wind down. Also extremely nice video short and to the point. Please do more examples/videos :D
I found this video amazing and easy to follow and grasp the concepts. My only issue is that many of the functions/variables have been deprecated in the UE 5.1 which makes an otherwise fantastic tutorial very very frustrating. Nothing works at all without referencing UE docs to find out what the solution is now after the updates. Case in point Send, Receive, Trigger Sounds. It would be awesome if you posted an update because your teaching style is the best I've seen and I've watched a lot of tutorials. Cheers. If I missed something here please let me know and I will absolutely apologize for my criticisms and grievances. Again your tutorial method is second to none. Good stuff.
I am just getting into this. but it seams like UE5 is creating its own verison of wwise inside its engine. And this is the best tutorial I have watched.
This works for internal variables, thank you for posting, but this doesn't replace the previous Send, since it was a global event that could be picked up in other meta sounds, correct?
@@KavanBahrami I am not familiar with MetaSounds or the prior functionality for sound in Unreal and I've forgotten if Send was available to other MetaSounds unfortunately.
I went with these tutorials completely backward, started with the Lyra deep dive, got confused, and moved to the 3h long one, which started to make sense but it was a little bit all over the place for me, and ended with this which finally hit home. I am super excited to dive into metasounds more and A/B some practical situations with Wwise.
Oh yes we need more tutorials when we see things working not theoretical talking. I love mini gun anyway. Blueprint system working well! Well done please share more videos like this!
I'm loving Metasounds vs Fmod BUT why would you ever want a sound to stop and replay from the beginning clipping the last sound? Instead of having to copy and paste it over and over, make int checks and throw it into the mixer wouldn't it be better to layer sounds by default?
You can do that once you're happy with the mix yes, this just parameterises the process and is reusable and easily tweaked if necessary. Really the whole point of this approach is to see what's possible outside of pre-established asset generation techniques, though.
To anyone who try to follow this like me, in UE 5.3 send and receive function are not there, my workaround as a complete noob is to promote as variable for "send" and get the variable as receive. hope this can help This kind of content is amazing and Chris did a great work
A tutorial like this for car engine sounds would be great. I'm trying to follow along for that specific need, but it's challenging because car sounds are tied to RPM, speed, etc
18:43 this functionality apparently doesn't exist as of 5.4.2, and all I could find was a forum post from months ago pointing to this exact video asking where these nodes are, and getting no response at all. The quintessential Unreal experience.
I see you're chasing Reaktor there. Nice! But why are none of these graph sound systems automatically polyphonic? Drag a box around a block of nodes, press the "polyphony x4" button, and some macro just Does The Thing!
omg right now I'm so damn glad that i have a past as dj and producer :'D knowing every word in those nodes and not having to learn that as well is just yeahhhhh :D
Same there 🙏 hh, but I think that is something harder than just randomly generated, and we have to be more careful, but for SFX and other sound it's really flexible
UE needs to arrange more sessions like these instead of the ones where folks just demonstrate cools stuff WITHOUT the internal workings and how to leverage them in practice.
This tutorial is amazing thank you! I have a question, is there a node that can take in real-time audio, and use that audio to manipulate things inside the world?
@@C.I... Yes but you have to consider that something like that would require the code of the vst to be redistributed with each copy of the game. Even if the code is not accessible to the consumers in the final product, I imagine that this would be hard to license and it would depend on the willingness of each individual vst developer rather than Epic.
Why does this use a completely different kind of UX from blueprint. Multiple outputs from a single node, but you need an extra node if you want to combine triggers (this is the opposite of blueprint with its multiple allowed execution inputs, but sequence node for output). Lots and lots of string based routing, rather than just... variables... I can imagine you might want slight tweaks for an audio node editor, but I'd expect the workflow to be somewhat consistent least.
ok, so what happened to send/receive in Preview 2? have they been deprecated for variables? I found that global send/receive was super, I could cast audio to local subnodes...
@@thelawgameplaywithcommenta2654 Sorry for the late reply, I only just started playing with Meta Sounds again. You can create a delayed trigger input, by dragging from any trigger input and selecting "Promote to Graph Variable (Deferred)". The regular graph variables do not work due to loop detection, these work. -Edit- Actually, they are the same kind of variable, it's just how they are called. In a meta sound blueprint when you right click and search for your variables you can select the a delayed version. There is surely a shortcut for it also.
12:13 anyway to do that without having to copy past the logic? like a loop? Kind of annoying have to keep copying the entire ting just to not have the sound stop playing the previous one I feel like we should have a checkbox somewhere like "allow overlap" or something instead of having to copy and past again again
great tutorial, would love to see something that goes more in-depth into procedural sound/music generation. If anyone has any links to good tutorials on it, that'd be great too. :)
I followed this tutorial PRECISELY and the sound still cut each other off. I wonder why? I put in longer sounds to make sure and they definitely cut each other off.
Haven’t tried yet, but did you try to increase trigger counter limit, set lower bpm or use shorter shot samples? Shots will be cut anyway by definition, since after reset counter will interrupt 1st sample playback (and so on), but we can tune parameters to make it unnoticeable (I guess 🤷🏻♂️)
trying to follow along with the creation of sci-fi music, but at the point your at at 16:34 it just comes out super distorted. Do you have any idea why this is? Many thanks
UE changed so much the code for using the sound is not valid anymore. There is no such thing as Get Parameter Interface for me, and no trigger that works as it should. It's so disappointing that Devs keep breaking what was already working and then we have to figure out what went wrong.
Sorry if this is a complete noob question but would anything similar to this work in UE4 ? This would be perfect to implement into a project I’m currently working on but I’ve had a lot of issues moving my project over to UE5
There is nothing connected to the Output - On Finished node. I am doing something simular but with footsteps and im getting the problem that it keeps starting new loops and eventually crashes. Any tips?
I’m still failing to see how this is in any way an improvement over using SoundCues with regard to sfx. With music MetaSounds seem better, but with sfx it just seems like everything has become far more convoluted for no reason.
I think when he first played the sound the sound was playing perfectly....but in 2nd time the sound suddenly raised up(spin up). It didn't restart itself. So, what he did was he made the sound(spin up sound) release itself after every play.
Yeah, attack and release are both audio terms, not specific to MetaSounds. You can intuitively think of it as fade in / fade out for the influence of an effect, respectively, but that's definitely not a perfect definition. So, when triggered, it didn't immediately "release" the effect of that envelope it actually just started the "release" process inside it, which he had set to one second. That was short enough that we didn't hear the artifact again where it sounded like it was suddenly jumping to a higher pitch. I'm guessing if he'd set the release time to 50.0 or something, then it still would've sounded bugged out.
These types of tutorials are SO much better than the 2 hour waffling talky ones. Absolutely fantastic and we need more of these types of videos in this format please.
I agree to an extent… they are more consumable BUT the longer ones are usually required for the features they explore. I have found the longer ones equally useful. I guess we’re extremely fortunate that Epic provide both and are dedicated to opening up and explaining their content in numerous ways.
quality of duration matters.
I prefer the waffling talky ones.
@@Fafmagic I prefer it when people get to the point.
My preference is when people get to the point ; and it'd be helpful to have a timeline with the video that outlines where specific topics are discussed.
I hope Epic continues with these types of tutorials. They're perfect.
As long as they continue to have Chris Murphy on their team, you'd keep getting these mind blowing tutorials ;)
Concise and straight to the point, thank you for respecting our time by establishing these half-hour format tutorials! These 2 hours Inside Unreal talks are interesting, but especially when the people are in different locations, quite hard to follow.
Seeing the minigun example was a really nice surprise as I also had to do one with the exact same logic: wind up, idle spin, firing, wind down.
Also extremely nice video short and to the point. Please do more examples/videos :D
Always great clicking a video and finding out its hosted by chris
Im so going to build my own music instrument with this.
Thanks!!!
Please share!
I found this video amazing and easy to follow and grasp the concepts. My only issue is that many of the functions/variables have been deprecated in the UE 5.1 which makes an otherwise fantastic tutorial very very frustrating. Nothing works at all without referencing UE docs to find out what the solution is now after the updates. Case in point Send, Receive, Trigger Sounds. It would be awesome if you posted an update because your teaching style is the best I've seen and I've watched a lot of tutorials. Cheers. If I missed something here please let me know and I will absolutely apologize for my criticisms and grievances. Again your tutorial method is second to none. Good stuff.
What do you do instead of using the Send Time node?
I am just getting into this. but it seams like UE5 is creating its own verison of wwise inside its engine. And this is the best tutorial I have watched.
For those of you not seeing "SendTime" Just create a variable to contain "Seconds" and hook it up the envelope as shown in the video.
Thank you so much
This works for internal variables, thank you for posting, but this doesn't replace the previous Send, since it was a global event that could be picked up in other meta sounds, correct?
@@KavanBahrami
I am not familiar with MetaSounds or the prior functionality for sound in Unreal and I've forgotten if Send was available to other MetaSounds unfortunately.
thank you!
Can't find this in 5.1, any changes made to this?
I went with these tutorials completely backward, started with the Lyra deep dive, got confused, and moved to the 3h long one, which started to make sense but it was a little bit all over the place for me, and ended with this which finally hit home. I am super excited to dive into metasounds more and A/B some practical situations with Wwise.
Hands down, Chris is a jewel in the Epic’s crown! What a gentle introduction with nicely picked examples 👏🏻
I've just gotten into unreal and this is blowing my mind
Oh yes we need more tutorials when we see things working not theoretical talking. I love mini gun anyway. Blueprint system working well! Well done please share more videos like this!
Very cool. Can't wait to see, err, hear what people do with this!
Such a powerful tool! Thx Epic
if doing this in UE5.1, the "get parameter interface" is now "execute trigger parameter"
Great introductory video, thank you!
This was extremely helpful, thank you!
I'm loving Metasounds vs Fmod BUT why would you ever want a sound to stop and replay from the beginning clipping the last sound?
Instead of having to copy and paste it over and over, make int checks and throw it into the mixer wouldn't it be better to layer sounds by default?
You can do that once you're happy with the mix yes, this just parameterises the process and is reusable and easily tweaked if necessary.
Really the whole point of this approach is to see what's possible outside of pre-established asset generation techniques, though.
Great stuff Chris, as a hearing impaired person I appreciate that you speak so clearly. Is there a downloadable project for this?
Christopher Murphy great teacher, i like you)
This is absolutely mind blowing.
To anyone who try to follow this like me, in UE 5.3 send and receive function are not there, my workaround as a complete noob is to promote as variable for "send" and get the variable as receive.
hope this can help
This kind of content is amazing and Chris did a great work
This is such a cool system, I do think we need features in blueprints like functions, collapsed graphs, and macros though
Awesome stuff! Thanks :)
Just wonderful!! Thanks a lot
Chris Murphy does the best UE tutorials...hands down....
A tutorial like this for car engine sounds would be great. I'm trying to follow along for that specific need, but it's challenging because car sounds are tied to RPM, speed, etc
I like the old style music in a modern realistic based engine. Cool stuff
Wonderful presentation. I approve. Thank you for showing us this.
This guy was really great. I hope you are still making tutorials :)
This is fascinating!
18:43 this functionality apparently doesn't exist as of 5.4.2, and all I could find was a forum post from months ago pointing to this exact video asking where these nodes are, and getting no response at all. The quintessential Unreal experience.
Oh man, can't wait to get obsessed with this and then fail miserably.
Great tutorial, thanks Chris!
I see you're chasing Reaktor there. Nice!
But why are none of these graph sound systems automatically polyphonic?
Drag a box around a block of nodes, press the "polyphony x4" button, and some macro just Does The Thing!
... beautiful one , thank you very much. ... : ) ,,,
Woow, very nice video!
omg right now I'm so damn glad that i have a past as dj and producer :'D knowing every word in those nodes and not having to learn that as well is just yeahhhhh :D
Same there 🙏 hh, but I think that is something harder than just randomly generated, and we have to be more careful, but for SFX and other sound it's really flexible
Nice, thank u Chris, love all of your explanations ❤️👍
I hope someone makes an editor based music tracker or sequencer using this tech. I want to license it and incorporate music from it into my game!
ruclips.net/video/yU-X1DB8UN4/видео.html
Thanks for this, it's very inspiring!
Marvelous 🤩
Chris! Hello, you’re the best.
UE needs to arrange more sessions like these instead of the ones where folks just demonstrate cools stuff WITHOUT the internal workings and how to leverage them in practice.
This tutorial is amazing thank you! I have a question, is there a node that can take in real-time audio, and use that audio to manipulate things inside the world?
Is there a way of using MIDI library or maybe VST plugins?
Being able to use a vst instrument would be game-changing (pun intended) for procedural music creation.
True, if this was the case with let's say Fmod or wwise...
@@C.I... Yes but you have to consider that something like that would require the code of the vst to be redistributed with each copy of the game. Even if the code is not accessible to the consumers in the final product, I imagine that this would be hard to license and it would depend on the willingness of each individual vst developer rather than Epic.
Excellent Tutorial, On Point & Quick to understand. Im Just having an Issue getting the Get Parameter node from the audio component
same. I think its changed since..
This is pretty great! Pro & cons versus the FMOD workflow, but I'm keen to play with this on some new projects soon! 🎧💙👍
I would like to know how the spinning of the barrel was animated
Why does this use a completely different kind of UX from blueprint. Multiple outputs from a single node, but you need an extra node if you want to combine triggers (this is the opposite of blueprint with its multiple allowed execution inputs, but sequence node for output). Lots and lots of string based routing, rather than just... variables...
I can imagine you might want slight tweaks for an audio node editor, but I'd expect the workflow to be somewhat consistent least.
Claps in f#, wow.
6 mins in... this is SO COOL :D
Chord Tones Only :)
inspiring, thx!
ok, so what happened to send/receive in Preview 2? have they been deprecated for variables? I found that global send/receive was super, I could cast audio to local subnodes...
Did you find the send/receive nodes by any chance?
@@tyronecheeseman8903 What can I do to replace that feature? It's not in there anymore
@@thelawgameplaywithcommenta2654 Sorry for the late reply, I only just started playing with Meta Sounds again. You can create a delayed trigger input, by dragging from any trigger input and selecting "Promote to Graph Variable (Deferred)". The regular graph variables do not work due to loop detection, these work.
-Edit- Actually, they are the same kind of variable, it's just how they are called. In a meta sound blueprint when you right click and search for your variables you can select the a delayed version. There is surely a shortcut for it also.
How i can replicate metasound?
AMAZING
12:13 anyway to do that without having to copy past the logic? like a loop? Kind of annoying have to keep copying the entire ting just to not have the sound stop playing the previous one
I feel like we should have a checkbox somewhere like "allow overlap" or something instead of having to copy and past again again
Excellent one
great tutorial, would love to see something that goes more in-depth into procedural sound/music generation. If anyone has any links to good tutorials on it, that'd be great too. :)
Is the project available anywhere? Would be interested to know how one syncs animations with metasounds
i cant find the send and recieve time node.. anyone knows if they have been replaced or i have to enable somthing?
I followed this tutorial PRECISELY and the sound still cut each other off. I wonder why? I put in longer sounds to make sure and they definitely cut each other off.
same here
Haven’t tried yet, but did you try to increase trigger counter limit, set lower bpm or use shorter shot samples? Shots will be cut anyway by definition, since after reset counter will interrupt 1st sample playback (and so on), but we can tune parameters to make it unnoticeable (I guess 🤷🏻♂️)
trying to follow along with the creation of sci-fi music, but at the point your at at 16:34 it just comes out super distorted. Do you have any idea why this is? Many thanks
for a minute i thought it said from mingus to music....one can always hope.
UE changed so much the code for using the sound is not valid anymore. There is no such thing as Get Parameter Interface for me, and no trigger that works as it should. It's so disappointing that Devs keep breaking what was already working and then we have to figure out what went wrong.
How to print out the time points and duration data in MIDI notes?
This is 2 years old, so hopefully there's a much more straightforward way of handling concurrency.
is there any way to get access to that minigun project to practice this tutorial?
WOW!
How many voices does the minigun implementation consume?
Sorry if this is a complete noob question but would anything similar to this work in UE4 ? This would be perfect to implement into a project I’m currently working on but I’ve had a lot of issues moving my project over to UE5
Do i need to buy the minigun? Or can i find it for free?
Nice! Accessible Pd for games..
where did yall find the barrel audios
was just doing car engine sound with sound cue . this looks way easier to me . i would love mess with this arround .
Lol at 10:10 he's going to solve the machine gun effect (a midi issue with repeated musical notes, solved by round robin) on a machine gun.
For the mini gun or anything how can I make a realistic reverb? Does metasounds have that
Are the minigun sounds/this project available anywhere to download?
can we get this miniguns environment?
should add instruments to MetaSounds.
"Shot array", you can call it a booster.... randomized.... in a loop...
where do i find this project files(miniguns Prj) ?
👍👍👍
There is nothing connected to the Output - On Finished node. I am doing something simular but with footsteps and im getting the problem that it keeps starting new loops and eventually crashes. Any tips?
ruclips.net/video/pYxocPdtHBw/видео.html
Can you download and provide the project? I ask of you.
This was really cool! Is it possible to somehow feed Metasound information into Niagara systems and modules?
Yeah! That particle fountain out front is being driven by the audio.
@@chrismurphy6966 Amazing! I will have to start exploring this stuff, very interested in it
@@Zanywaney I'm over here thinking: "no way all this unreal engine stuff is true?!" It's 🤯
When will the UE5 be available?
I am making a game as my last year project in college. This would totally help me to do more in the game.
You can use the early access
@@DJVipFlash Yeah I know but I wouldn't be able to use the plugins and scenes that are freely available on Marketplace plus there could be bugs.
@@manthangohel9237 Oh ok. I think the full release is in 2022
@@DJVipFlash Oh
Semoga sukses kak cover VErlita hader kak
😍😍😍
It is a useful tutorial. But it is too fast and sometimes doesn't say where to find the stuff!
this video is much better than those girl voice videos
Dunno why but that second audio segment was super grinding 9n my ears
14:00
1 or 3 Unity fans always be like Nah 👎
I’m still failing to see how this is in any way an improvement over using SoundCues with regard to sfx. With music MetaSounds seem better, but with sfx it just seems like everything has become far more convoluted for no reason.
👍
7:20 what is the meaning of "Release" in this context?
I think when he first played the sound the sound was playing perfectly....but in 2nd time the sound suddenly raised up(spin up). It didn't restart itself. So, what he did was he made the sound(spin up sound) release itself after every play.
Yeah, attack and release are both audio terms, not specific to MetaSounds. You can intuitively think of it as fade in / fade out for the influence of an effect, respectively, but that's definitely not a perfect definition. So, when triggered, it didn't immediately "release" the effect of that envelope it actually just started the "release" process inside it, which he had set to one second. That was short enough that we didn't hear the artifact again where it sounded like it was suddenly jumping to a higher pitch. I'm guessing if he'd set the release time to 50.0 or something, then it still would've sounded bugged out.
You totally lost me at 14:08 ;(