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Valkyrie Sound
United Kingdom
เข้าร่วมเมื่อ 22 ก.ค. 2015
Welcome to Valkyrie Sound, a place to find audio tutorials for Unreal Engine 4.
FM/AM Radio in Unreal Engine 4
In this video we reproduce an analogue AM/FM radio, with options to tune in to different radio stations and adjust the volume.
As requested by Fish Zom - I hope it was worth the wait!
References:
Blockout Tools Plugin, Dmitry Karpukhin: www.unrealengine.com/marketplace/en-US/product/blockout-tools-plugin
Stylized Character Kit: Casual 01, ROCKETARTS: www.unrealengine.com/marketplace/en-US/product/stylized-male-character-kit-casual
Images:
Radio: unsplash.com/photos/8e0EHPUx3Mo
Music:
All music by Valkyrie Sound
As requested by Fish Zom - I hope it was worth the wait!
References:
Blockout Tools Plugin, Dmitry Karpukhin: www.unrealengine.com/marketplace/en-US/product/blockout-tools-plugin
Stylized Character Kit: Casual 01, ROCKETARTS: www.unrealengine.com/marketplace/en-US/product/stylized-male-character-kit-casual
Images:
Radio: unsplash.com/photos/8e0EHPUx3Mo
Music:
All music by Valkyrie Sound
มุมมอง: 2 921
วีดีโอ
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UE4 Quartz: Death & Music (Part 2) - Detect & Fade
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In this tutorial we add nodes to detect nearby zombies, tell our Quartz BP what to do when there are no zombies left, and build a fade manager to control how music layers are removed. We test it all out and set the ground for the motion tracker that we’ll build in the next tutorial. Link to Free Music: tbf.me/a/BSR7jL Created by Valkyrie Sound using free VST instruments from plugins4free.com/in...
UE4 Quartz: Death & Music (Part 1)
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In this tutorial we start setting up UE4’s Quartz to remove a layer of music every time we kill a zombie. We'll go on to use it to power an Aliens-style motion tracker and to update our in-game HUD. Link to Free Music: tbf.me/a/BSR7jL Created by Valkyrie Sound using free VST instruments from plugins4free.com/instruments/ References: Time signature - en.wikipedia.org/wiki/Time_signature Mod calc...
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ANNOUNCEMENT: EPIC MEGAGRANT
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Epic MegaGrant for Valkyrie Sound - bowled over by the news! Thank you Epic Games for your support!
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Throwing items around in Hitman 2 can be a lot of fun and often has some pretty interesting side effects. But can we replicate the setup in Unreal Engine 4? In this tutorial, we use UE4’s physics simulation to blend together item and surface sounds to tell the whole story behind each and every impact. References TH-cam Videos: Bjorn Jacobsen - Sound Design: HITMAN Season One Audio Features Expl...
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Sound Design & Alien: Isolation - Part 5: Spawning Sounds
มุมมอง 1K4 ปีที่แล้ว
Sound Design & Alien: Isolation - Part 5: Spawning Sounds
The Alien AI is terrifying in this game, but it’s absolutely the overall atmosphere that creates the horror element for me. The creaks and howls of the station as it falls apart. The distant screams and cries of people being killed by the Xenomorph. The music peaking as it closes in on you, and either you die or you get a brief reprieve before the chase resumes anew. I love the Alien movie, but this actually terrified me like nothing else ever has. I had to nope out fairly early on, because my (very) vivid imagination was just screaming at me at some primal survival level that this was definitely a bad idea!
Hey man, just found your channel and I'm blown away by the quality of your content! Fantastic work on the tutorials I hope you're doing well :)
8 8. 8v ij
Hey dude, are you still doing stuff, you had some PEAK quality content.
Hope you’re doing good and all is well! Just found this channel and your educational content is magnificent! I love your style and these videos are really beneficial to the community! I wonder what you’d do with UE5… Anyway, hope you’re just busy with life, bro!
Actually for this will be better to just change pitch of sounds. Shorter and scalable
Thank you so much for this tutorial! ❣
Thank you for sharing this video! Great work!
It just repeats the first letter over and over again and doesn’t make any sound, any help?
It only plays the first letter sound when I leave the sphere, nothing I’m doing is changing anything
Awesome information, thank you!
the files is dead
question for you. regarding sound notifies, in say a montage, how does spatialization and attenuation work? does it actually spawn the sound at a bone or its always 2d sound?
I have an issue... In my options screen, I have a Master Volume, also other volumes like Music, SFX etc. But if I turn the music volume all the way to Zero and then exit the game, when I restart the game and pull that slidfer back up, there's no music. All other sliders seem to work. The music is a sound cue with all tracks inside that play at random. This cue is called at begin play from the main menu. So, it seems that as the game starts, if the music is loaded from save file at '0.00' volume value, it doesn't start playing? I've tried workarounds by checking if volume at '0.00' at begin play, and if so, change it to '0.01' or whatever, but nothing works. It will however start playing if I exit the game with the slider back above zero, and restart the game again. Do you have any idea what I could do to fix this please? Thanks
Nice video. The turbo sound effect in 2010's Need for Speed Hot Pursuit has always been the definition of "going fast" for me.
3:17 Audible pause as he checks to make sure a Clicker didn't break in his room
this is very helpful from a music production perspective. thank you
How can I get my audio tracker or the motion tracker INPUT firing with each and every NPC based on its proximity to the player? I dont just want the closest npc alerting my audio, I want multiple overlapping beeps depending on the distances Shall I assume I simply forgoe the closest LOS variable and replace it with "cast to Actor" Make array Get a copy And that becomes my new variable Divided by the LOS RADIUS variable used to trigger the motion tracker INPUT?
How do I get the beeps occurring with more frequency and also ensure the frequency constantly increases the closer my NPC gets ? My motion tracker seems to stop beeping once my NPC is close and in viewing range Ive actually created an over head camera and HUD , creating the visual side to the motion tracker How can i get the NPC distance showing up in feet in my widget I assume i can also just add this ability to my motion tracker actor, as oppsed the third player character
I'm wondering, as you created a music clue for each atmosphere you wanted to create, why exporting from Cubase channel by channel and not music by music?
Thanks for this really clear video 💪
Awesome walkthrough! Really useful even many years later. Thanks for the great content!
This is a great video in such an (unfortunately) niche topic. Thank you, I learned a lot!
This video is so informative thank you so much! What do you think of using Meta Sounds in UE5? I am loving it!
Hello, is "Trigger" now "Execute Trigger Parameter" in UE 5.1.1 ? also "Get Parameter Interface" does not exist any longer? cant get it to work in UE 5.1.1, no clue of how to trigger different inputs inside a MetaSound Preset
never mind, after two weeks of trial an error I found the solution
@@dubtube6691what was the solution?
Excellent, thank you.
Hey Great tutorial! I'm really excited to discover this.. not many videos on complex breathing systems. Everything seems to be working fine but the actual sound cue after state change does not play Ingame. The "SoundToPlay" variable is changing. This is using a beat of 4 because any other number messes the sounds up. Is this because of my sound components? I'm using actual breathing loop sounds. Best regards and thank you!
any1 know how to make it less abrubt?
I 100% agree. I've been playing video games since I was eight years old, and out of the hundreds of games I've played, no other game sound design and soundtrack has ever struck such a deep sense of fear in me before. No playthrough is ever the same and each time, I swear I notice more and more different sounds, creaks, even parts of the soundtrack that I don't remember hearing before. The game is ten times more terrifying because of it. It's a masterpiece.
The best tutorial for newbie gets into sound. Some practice and I'll be a junior in sound already :SS
Why do you set all the audios in Mono instead of stereo?
Good stuff man
The sound design of this game is terrifying, MUCH realistic
Hello engine audio link is dead
Love this series. I’m making a sci fi game so I’m wearing way too many hats. I wish I could spend more time on sound but this series has some gold nuggets to help me to increase the quality of the sound experience and therefore overall experience.
Subscribed. This was so very in-depth and well put together. No stone left un turned .
Thank you :)
7:41 you scared me... because here in Ukraine light is also swithching off that unexpectably.
1:27 You should say "or if you are from future and using UE4.27" that would be great :D
Thank you, great video
Thanks!
Hey, nice tutorial ^^ Do you have a good shop where we can find more rpm sounds than in the epic marketplace? I feel like I have searched the entire internet, but didn´t find any of them... My problem is, there are only a few good sounds in the marketplace, but that was it, if you need something special you won´t find, like small engines for cars under 1 litre or propeller airplane engines (like piper cub).
@@valkyriesound3888 Thanks ^^ Currently I have 2 sounds and changed them with audacity to have more...
I have 3 selectable player characters, what can I do instead of cast to third person?
Oooh... in that case I'm guessing your player characters inherit from a shared parent? I've not worked on a setup like that but I believe the parent would be the cast target in this case.
Can I ask how you became interested in sound design? I am passionate about music and games and haven't given much attention to the ambience of games while growing up, but recently it occurred to me that music is just organized sound, so I've been playing closer attention to the sound of films/games. It feels like I am out of my comfort zone and am really curious what personally excites you about sound. I can definitely see your passion!!
nice tutorial. you sound downloads have expired
Thank you :) Yeah, I reached the max download limit on the host site :/
@@valkyriesound3888 Any alternative place? thx
Not yet I'm afraid!
Thank you very much for this solution !!!
Is there any of this blueprint available somewhere in the marketplace or else?
Amazing how much sound makes a difference. I'm doing a motorcycle game, and modulating the pitch only sounds horrible 😁. Are you going to use your unreal engine set up for your game or you going to use the fmod setup?
Isn't it! :'D Sorry to disappoint though - I'm not making my own game :') If I was... I'd stick with FMOD because all the assets are set up in there now!
@@valkyriesound3888 fmod looks awesome but it looks like a lot of work to set up was it a lot to set up with unreal engine
It's been a while since I did it, but I think it was relatively straightforward tbh
@@valkyriesound3888 I am still working on my game and now have circled back to the motorcycle sounds :) Are you still around are you still working on games and sound?
Aah man, don't get me wrong, just wanted to compliment your voice. It's so smooth, you should make ASMR videos. Cheers, man.
_whisper whisper_
dude u should have so many more views, your channel is a life saver for my interactive music game in ue, there is so little tutorails on this topic
Oh thank you! :D I'm glad I'm reaching people that find these videos useful - good luck with your game :)
I feel like using audiomiddleware is cutting from UE, not adding to it, like, occlusions for instance, there is a brilliant system in UE, which is unavailable to you, when you are using fmod.
Wwise and FMOD are very capable as middleware but of course they're more focused on audio. There are things in Wwise that aren't as easy to do in UE4 or which are missing - audio profiling and routing / bus management spring to mind. I think there's been a push from the audio team at Epic to close that gap between them and Wwise/FMOD but without necessarily duplicating what those alternatives offer.
Thanks SO MUCH for this video! After my morning tea I'm digging right in! Working on a space shooter and this is exactly what I needed to figure out engine sounds. Thanks!
Yey! Good luck with it! :D