Unreal Engine 5 | Ultimate Dynamic Music System

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  • Опубликовано: 29 дек 2024

Комментарии • 46

  • @brianmichaelfuller
    @brianmichaelfuller Год назад +15

    This video is gold!! The world will soon know the power of Metasounds!!

  • @Cpt.Tripps
    @Cpt.Tripps Год назад +8

    Love this type of Collab! Great channels, both.

    • @TheSoundFXGuy
      @TheSoundFXGuy  Год назад +3

      Stay tuned because we've got another one coming soon!

  • @pixelpunchyt
    @pixelpunchyt 9 месяцев назад +2

    Anybody know how to do something similar in UEFN specifically? It can't seem to access metasounds😭

  • @iragladoshuk
    @iragladoshuk 9 месяцев назад +2

    tanks so much this is so helpful ! i was intimidated to get more into metasounds but thanks to your videos i am implementing this into my workflow now

  • @GuitarWisdom
    @GuitarWisdom 11 месяцев назад +1

    Sounds good here but beware the ceiling of trigger timing reliability. You must be pretty close to it here. I have built very similar things and been disappointed that you can't take it very far in real gameplay without getting quartz involved. It seems like it's down to the BPM>repeater combo getting bogged down on the game thread and it starts to leave gaps occasionally. I haven't figured out yet whether it's the number of simultaneous connections or wave players or what that makes it most unhappy. Oddly it seems to really dislike reroute nodes after a certain point. The up side is that once you go through the trouble of making a quartz BP, you might as well have some fun with it. I've been having a blast so far with the metasound output subsystem since I saw your video on it.

  • @RachelHardy
    @RachelHardy 11 месяцев назад +2

    This is such a helpful video, and thanks to yours and Brian's videos, I actually understood it all!
    I was a bit confused about the section changing, by setting the starts and lengths of each section within one wav file, wouldn't switching between these sections result in weird fades or the tails getting cut off? Additionally, what if one section is in a different time signature? I'm coming from wwise experience so it's a little difficult trying to understand how these concepts play out in this scenario.

    • @TheSoundFXGuy
      @TheSoundFXGuy  11 месяцев назад

      Hey Rachel! Thanks for stopping by. Love your content.
      Here goes my long-winded, ramble of an explanation lol (if something doesn't make sense please let me know). Setting the start and end times in this case doesn't create weird pops or fades since the tempo is right on 120 bpm and it's switching right on that downbeat. Plus Brian didn't use a massive amount of reverb on the stems. You may, however, find that other compositions might have some issues though. For example, if section A has reverb that bleeds into section B and you start looping section B, you'll hear that reverb tail at the beginning each time it loops. If you're find yourself in that scenario, I'd personally recommend bouncing each section out separately but then you may run into an issue with looping section A if it doesn't have the same effects at beginning of the section as the end. For that, you can get really granular and create a system with variations of sections. Like if "A" has a reverb tail that could bleed into other sections, create alternative B/C/D/etc sections where the tail of A plays into those and call those something like A2B, A2C, or any other arbitrary name. Detect what section is currently playing and what section it's going to and play the appropriate alternative then go into looping the regular section. I know that sounds super complicated and I'm not going to lie, it probably will be. But that's the nature of dynamic/non-linear audio.
      As for different time signatures, you can also set up a variable array for the BPM to Seconds node and pass an index through in the same way we're sending an index through to set the start times on the wave player. You would also have to retrigger the trigger repeat node as well to accept this new period.

    • @RachelHardy
      @RachelHardy 11 месяцев назад +1

      @@TheSoundFXGuy Ah yeah this makes sense to me! Reverb tails are such a pain to deal with without middleware. Thank you also for the tip about BPMs, I didn't think about making it an array before!

  • @spunkin49
    @spunkin49 2 месяца назад +1

    Just wanted you to know, in the off chance you see this, that I am actively trying to apply this system to a project I am creating. It seems to be coming together nicely. The system is very complex but that complexity is giving us the opportunity to make a really cool music system. I'll comment again if I get it working :P

    • @TheSoundFXGuy
      @TheSoundFXGuy  2 месяца назад

      @@spunkin49 looking forward to seeing your progress!

  • @sdfklas23445
    @sdfklas23445 4 месяца назад +1

    Thanks so much for putting this together!

  • @MrNicoVFX
    @MrNicoVFX 7 месяцев назад +1

    Just got a handle on the Quartz music system and then you release this banger of a video !

    • @TheSoundFXGuy
      @TheSoundFXGuy  7 месяцев назад

      This isn’t meant to replace quartz. In fact, I’m working on a game for a company right now where I’m using elements of this AND quartz so that the layers of music are synced to each other but the whole musical piece is also synced to in game events.

  • @jarofpickles1246
    @jarofpickles1246 6 месяцев назад +1

    Awesome!! Thank you, this was something I wanted to learn for years!

  • @ijerofei
    @ijerofei Год назад +2

    Thank you for your hard work!

  • @Double-Mjay
    @Double-Mjay Год назад +1

    Great tutorial! Thanks!

  • @dranzboi
    @dranzboi 4 месяца назад +1

    Really nice

  • @maiworld_
    @maiworld_ Год назад +1

    BANGER ALERT!!!!!!

  • @rileyb3d
    @rileyb3d 8 месяцев назад +1

    Subscribed! Thanks for sharing and doing what you do. Super in depth and helpful.

  • @OriginRow
    @OriginRow Год назад +1

    This is Outstanding

  • @simondelguste
    @simondelguste Год назад +1

    This is incredible ! Thank you so much !

  • @tomasguida7453
    @tomasguida7453 11 месяцев назад +1

    Thank you so much! This was extremely celar and helpful!!! 🙌👏👀👑

  • @RodrigoGarcia-sy2rf
    @RodrigoGarcia-sy2rf Год назад +1

    Brutal and inspire a lottt!! you rock mann, brian rocks! metasounds rocks! i hope i can rock too, soon xD! this is a lot hard to me, but spirit will remain xD! Thanks for the videos! really appreciate

    • @TheSoundFXGuy
      @TheSoundFXGuy  Год назад +1

      Just keep at it and you’ll get there for sure. You’re more than welcome to join my Discord server linked in the description. We have a Q&A forum section to ask questions and a decent sized community of people all willing to help where they can.

    • @RodrigoGarcia-sy2rf
      @RodrigoGarcia-sy2rf Год назад +1

      thanks a lot for your kind words! Im on the server already! i will use it soon! hehe. @@TheSoundFXGuy

  • @nan_sound
    @nan_sound 8 месяцев назад +1

    So Awesome, Thank You!

  • @cptblastahoe
    @cptblastahoe 10 месяцев назад +1

    Thanks for sharing your knowledge and educating! Also you can hit C key for comment shortcut after selecting in graph =)

  • @pettergrevelius8161
    @pettergrevelius8161 8 месяцев назад

    hey sick tutorial! thank for taking the time dude,
    I just a question in regards to the start time, loop start and loop duration arrays. I'm trying to use the system here for my own music meaning I'm not using Brian's premade music for the "assignment". Basically I have 112 bpm, 32 bars split up into 12 sections and everything worked fine until I got to the part where you write the time into the start time using the time stamps. How come they're written down as if it was a linear track and not loops within themselves? Shouldn't it all just start on zero?

  • @evanlane1690
    @evanlane1690 8 месяцев назад

    What's the overlap between this and FMOD? I'd be interested in a performance and use case comparison between metasounds and it. I'm not sure if I'm supposed to use this in tech demos and archviz or if it's meant for audio mixer replacement for full games.

  • @dominikzukowski1459
    @dominikzukowski1459 8 месяцев назад

    Hello, is there any chance you could explain Blueprint Overview part? I've created metasound, but now I'm completely unable to do anything with that

  • @Lv7-L30N
    @Lv7-L30N 10 месяцев назад +1

    Thank you so much, you are awesome..... nice work

  • @张枣-e6h
    @张枣-e6h 6 месяцев назад

    Very cool tutorial , but it does take time to digest, it took me 2 hours to see 25 minutes of an hour plus tutorial, it seems to take time, but it's really quite cool, I hope you give more details about variables and trigger settings, very interesting teaching!

  • @MalikCaesar
    @MalikCaesar 11 месяцев назад +1

    Thanks for the great video! Question - do you have any advice on how to make the section control work if my composer has provided separate audio files for each section (with cue points to mark where to switch)? I can't find any way to get logic in the BP to trigger when a cue point is hit, and I can't call input triggers on cue points either.

    • @TheSoundFXGuy
      @TheSoundFXGuy  11 месяцев назад

      I would actually recommend checking out Brian's video on section switching (ruclips.net/video/LxuIGEsVeio/видео.html). In his video he has one audio file that he's split out to multiple wave players and set their start and loop times. If your composer has already split them out then you should be able to still follow Brian's tutorial, you will just go ahead and put your different section files in their respective wave players and ignore the start and loop times.
      As for triggering on Cue Points, if everything is played in a sequential order, you can run out from the "On Cue Point" pin into the play of another wave player. If it's not sequential and you want to pick which section plays back next, you can try playing around with multiple "Trigger Compare (Int32)" nodes and use the Cue Point ID output to compare to a set value.

    • @MalikCaesar
      @MalikCaesar 11 месяцев назад +1

      @@TheSoundFXGuy Thanks so much, I will keep trying!

  • @GageAulik
    @GageAulik 10 месяцев назад +1

    Fantastic video, can you please explain what Oud and Santur means?

    • @TheSoundFXGuy
      @TheSoundFXGuy  10 месяцев назад

      They are both middle eastern descended string instruments. An Oud is similar to a lute, played kind of like a guitar. The Santur is more along the lines of a hammer dulcimer.

  • @leemudh
    @leemudh 5 месяцев назад +1

    Gracias capo!!

  • @bbxtudios
    @bbxtudios Год назад +1

    First

  • @ERGDD
    @ERGDD Год назад +1

  • @LeateqOfficial
    @LeateqOfficial 6 месяцев назад +1

    This is awesome !
    Thank you