MetaSounds in UE5: From Miniguns to Music | Unreal Engine
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- Опубликовано: 15 сен 2024
- Unreal Engine 5's MetaSounds represent a complete redesign of audio inside Unreal Engine and presents an amazing opportunity for all creators. Imagine thinking of audio in the same way as surface materials! Developers can leverage MetaSounds to add complexity and variation to their audio or even generate completely procedural systems with sample-accurate timing and control at the audio-buffer level.
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
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.
Hands down, Chris is a jewel in the Epic’s crown! What a gentle introduction with nicely picked examples 👏🏻
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 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.
if doing this in UE5.1, the "get parameter interface" is now "execute trigger parameter"
Such a powerful tool! Thx Epic
Very cool. Can't wait to see, err, hear what people do with this!
I've just gotten into unreal and this is blowing my mind
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 introductory video, thank you!
This was extremely helpful, thank you!
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?
Always great clicking a video and finding out its hosted by chris
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)
Oh man, can't wait to get obsessed with this and then fail miserably.
This is absolutely mind blowing.
Chris Murphy does the best UE tutorials...hands down....
This is such a cool system, I do think we need features in blueprints like functions, collapsed graphs, and macros though
Wonderful presentation. I approve. Thank you for showing us this.
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
Awesome stuff! Thanks :)
I like the old style music in a modern realistic based engine. Cool stuff
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!
This guy was really great. I hope you are still making tutorials :)
Just wonderful!! Thanks a lot
This is fascinating!
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.
... beautiful one , thank you very much. ... : ) ,,,
Nice, thank u Chris, love all of your explanations ❤️👍
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.
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.
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
This is pretty great! Pro & cons versus the FMOD workflow, but I'm keen to play with this on some new projects soon! 🎧💙👍
Great tutorial, thanks Chris!
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
Woow, very nice video!
Chris! Hello, you’re the best.
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 the project available anywhere? Would be interested to know how one syncs animations with metasounds
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.
Thanks for this, it's very inspiring!
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.
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
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
I would like to know how the spinning of the barrel was animated
Marvelous 🤩
AMAZING
inspiring, thx!
Chord Tones Only :)
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
Claps in f#, wow.
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. :)
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
6 mins in... this is SO COOL :D
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 🤷🏻♂️)
is there any way to get access to that minigun project to practice this tutorial?
Do i need to buy the minigun? Or can i find it for free?
How to print out the time points and duration data in MIDI notes?
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..
i cant find the send and recieve time node.. anyone knows if they have been replaced or i have to enable somthing?
Excellent one
This is 2 years old, so hopefully there's a much more straightforward way of handling concurrency.
WOW!
For the mini gun or anything how can I make a realistic reverb? Does metasounds have that
for a minute i thought it said from mingus to music....one can always hope.
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.
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
Are the minigun sounds/this project available anywhere to download?
"Shot array", you can call it a booster.... randomized.... in a loop...
where do i find this project files(miniguns Prj) ?
should add instruments to MetaSounds.
where did yall find the barrel audios
Semoga sukses kak cover VErlita hader kak
👍👍👍
was just doing car engine sound with sound cue . this looks way easier to me . i would love mess with this arround .
It is a useful tutorial. But it is too fast and sometimes doesn't say where to find the stuff!
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.
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 🤯
can we get this miniguns environment?
Nice! Accessible Pd for games..
👍
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
😍😍😍
this video is much better than those girl voice videos
Dunno why but that second audio segment was super grinding 9n my ears
although, not being pro musician I've found myself looking for a dictionary of 'elements' to add and conjugate. it seemed that soundmaking - for once - had a grammar.
It was insightfull to hear gun build up of sound fx as logic based instead of sensorial based. made me expand my range of audio from stuff... which is a new height delight.
in contrast the musical part was a bit devoid of musical meaning...
[ I know Schoenberg admoestars about music emotions being related to memory and pattern recognition "how so much stanislavsk of him !' ] perhaps if the 'color spheres' sounded more like the flowers in Star Trek pilot the cage... all scifi should hear as more eerie... are there reverbs in sound meta ?
the fun part: 'metasound' programming section made me wonder: would a calculator find pleasure in a scale ?
1 or 3 Unity fans always be like Nah 👎
Very cool format and the presenter is clear and easy listen to but am I the only one who finds this approach to "make" music utterly unintuitive and sounding very robotic? If I compare it with classic sequencing this feels more like light modular stuff :)
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.
14:00
Sends and Recieves are global???
Why? This seems like a huge problem for me. If I want to have a bunch of instances of a metasound, that means they all need _unique_ variable names for the sends and recieves? What a pain.
I understand the ease of use that comes with global variables, but it should be an additional option for when you want some data to be global, not the default way to move data around.
You totally lost me at 14:08 ;(