Unreal Engine 5 | Attenuating Meta Sounds

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  • Опубликовано: 8 сен 2024

Комментарии • 18

  • @TheSoundFXGuy
    @TheSoundFXGuy  2 года назад +6

    For those of you coming from UE4 (post 4.23) you no longer need to use the "au.IsUsingAudioMixer" console command to get your effect to come through in the editor.

  • @EtzeNuegez
    @EtzeNuegez 2 года назад +2

    Super useful thank you. I have just started using meta sounds and it seems a lot more controllable than the standard way of doing audio. I now know how to add reverb to Metasounds and will implement this in my projects.

    • @TheSoundFXGuy
      @TheSoundFXGuy  2 года назад +1

      Glad this helped. If you need anymore help, please feel free to join our Discord linked in the description.

  • @NostromoVA
    @NostromoVA 2 года назад +4

    Thanks for sharing this! It seems straightforward, but your tutorial helped me through the pesky details.

  • @ww2736
    @ww2736 2 года назад +2

    THANKS! This is great stuff man :) Cant wait for full release!

  • @demonhousedesign
    @demonhousedesign Год назад +3

    I can’t believe how little there is of these tutorials, this was helpful! Can this set up be used to switch between convulsion Revs?

  • @jonclark4328
    @jonclark4328 Год назад +1

    Very helpful and well presented. Thanks!

  • @brunocandia9671
    @brunocandia9671 2 года назад

    Great Job .. I am delighted to have found your channel, thank you.

  • @Lv7-L30N
    @Lv7-L30N 2 года назад +1

    Thank you

  • @lightweighth2609
    @lightweighth2609 Год назад +2

    Major issue I am having with Metasounds for footsteps in my animation is they simply wont attenuate. The moment you try to apply attenuation, the sound no longer works. It either plays as a 2D sound or nothing. Any advice?

  • @VeeIsDead
    @VeeIsDead 4 месяца назад +2

    how can I make a reverb decrease? Imagine you hear a music at the end of the hall, it is reverberated, but the closer you get the reverb decreases and the dry signal increases

    • @deckling823
      @deckling823 3 месяца назад

      this is a good question. how could we do this?

    • @fuzzma4700
      @fuzzma4700 Месяц назад

      on the basic attenuation settings you have the option to set a reverb send based on the distance, you can set a maximum amount of reverb that you want to be applied based on the maximum distance and same for the minimum distance and its going to change on a linear basis approximate to the sound source.

  • @RprtBak
    @RprtBak 2 года назад +1

    Do you HAVE to make a footstep meta sound in order for this to work. My normal footstep cue is ... Somewhat massive as I'm using ALS and I'm playing all the dynamic footstep sounds through the footstep cue. It's like hundreds of wavs. lol oof.

    • @TheSoundFXGuy
      @TheSoundFXGuy  2 года назад +1

      At this point in time, no. You can definitely do this in sound cue. I say “at this point in time” though because I don’t know what the future holds for sound cues. When UE5 early access came out, sound cues were moved under a category called “legacy” which is usually used as a term for things that will eventually go away. However, in preview 1 it was no longer in legacy. So I can’t say for certain it sound cues will stick around or not.

  • @onichanxd5949
    @onichanxd5949 Год назад

    does meta sound works with normal sound cues for footsteps

  • @lucaluigi3571
    @lucaluigi3571 Год назад

    :D