Randomizing Audio with MetaSounds [UE5]
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- Опубликовано: 28 сен 2024
- Hey team! Today we're having a look at how to create infinite sound variations using all 3 auditory-dimensions! These techniques are the bread and butter of MetaSounds and I figured I would cover it to help you get more accustomed to the way the MetaSound graph functions.
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Nice and short!
For the record, No Repeats is the number of previously played sounds to not repeat when selecting a new sound (1 means it won't repeat the last played, 2 means it won't repeat the last 2 played, etc.) within a single MetaSound graph instance. Enable Shared State means the repeat history will be shared between all instances of the MetaSound. Shared state is only audible in-game, currently.
Ah, gotcha! Super handy to know :)
This is definitely something everyone should put in to step up their audio feedback, as something as simple as a repeating sound push down the overall quality of the experience significantly. Only thing I'd like to see would be running the pitch variation and the sample variation separately, as I couldn't really tell the different samples apart with the pitch applied, but that's very minor :)
Good point - I should have shown them separately haha.
Variation is a super simple thing but definitely makes all the difference!
background music is not helpful
I hope you do more with this series!
Why the background music? Can't hear what you are doing
Yo Thx Bud! Rly Helped Me With My Game, I'm Liking The Video!
Thank you
Is it possible to have pitch variation while maintaining audio speed?
Cool! Is there any extra benefits to using the MetaSound graph functions over the older Unreal Sound Cues? I setup my Sound Cues to play a random sound from an array and it gives them random pitches with the Modulation node, and it's pretty similar to everything you did in the video.
I'd say if you're already doing super simple stuff like that with a Cue then there isn't a huge benefit other than the performance gain (which is probably minimal in this case) however it's definitely worth knowing your way around the MetaSound graph since Sound Cues are no longer actively supported/receiving updates
@@PrismaticaDev awesome, thanks for the quick response!
If you dont connect the "on finished" you really should delete it, I've had audio stop playing randomly or not play at all and took me ages to find out why, I believe its bugged in 5.1.
Awesome VIDEO! thanks!!!! SUBSCRIBED -
Hello, Cant find the "wave player (mono)" only have "wave player"
Hi Charlie, Could you make a vido on how to export armor to Unreal and make it move with the character movements? Thank you in advance!
Heyo Rodrigo - armour and clothing are extensions of the character, so I'd recommend learning skinning and rigging. I might cover it in the future, but I tend to keep my videos Unreal-centric where as this is more of a Blender kinda thing
cheers mate this helped a lot!
Awesome thanks...although I think you mean "vary" or create variations...i don;t think there's a word variationate...
Must be an Australian thing ;)
I love you you'r amazing and everything, can you do tutorial about distance fields in unreal 4.27?
Because i did everything to make it work but its dont work even when i do "show> visualize> mesh distance fields" i don't see anything its just don't work help me please 💕
Hey there! It should be working the exact same between both versions of the engine - you might need to enable something in your Project Settings
@@PrismaticaDev i told you i did everything I don't see any single results
@@muqtada6611 I'm using 4.27 right now and it works fine - there must be some information that's missing. Are the meshes set to generate distance fields and also 'affect distance field lighting'? And are you developing for PC or mobile?
@@PrismaticaDev yes they are
Im mobile developer its is work with pc dev?
amazing tutorials!! more meta sound please!! :)
Brilliant, how do i place the sound