Game Audio Institute
Game Audio Institute
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Unreal Audio Prototypes: Mouse Input Continued (Benjolin Devlog Part V)
In the previous episode, Scott set up a basic MetaSound patch with the goal of getting its pitch and LFO parameters exposed in order for them to be controlled by the mouse controller Blueprint.
In part five, Scott continues shaping up the mouse controller Blueprint and eventually achieves pitch modulation for the previously created MetaSound patch, with it effectively being controlled via the mouse's updated horizontal movement value.
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Founded by Steve Horowitz and Scott Looney, the Game Audio Institute is a game-based learning company dedicated to educating a new generation of audio professionals.
linktr.ee/gameaudioinstitute
มุมมอง: 17

วีดีโอ

Unreal Audio Prototypes: Mouse Input & LFOs (Benjolin Devlog Part IV)
มุมมอง 22หลายเดือนก่อน
In part four, Scott continues work on the mouse controller Blueprint and later sets up a basic MetaSound patch with an oscillator that will eventually get hooked up to pitch and LFO parameters and controlled via mouse input. Founded by Steve Horowitz and Scott Looney, the Game Audio Institute is a game-based learning company dedicated to educating a new generation of audio professionals. linktr...
Unreal Audio Prototypes: Controller Unit Test (Benjolin Devlog Part III)
มุมมอง 722 หลายเดือนก่อน
In part three, Scott cracks open Unreal and gets to work on the mouse controller Blueprint which will allow us to grab and move objects in the game world via mouse interaction. Eventually this mouse interaction Blueprint will be replaced with a VR-oriented interaction system. Stay tuned! Founded by Steve Horowitz and Scott Looney, the Game Audio Institute is a game-based learning company dedica...
Unreal Audio Prototypes: VCV Rack Demo (Benjolin Devlog Part II)
มุมมอง 1772 หลายเดือนก่อน
Part 2! In this video, Scott briefly explores a Benjolin-inspired patch using the free version of VCV Rack, a highly regarded virtual modular synthesis instrument. For the next video in the series, we'll begin our initial steps of creating a similar, albeit more simple device in Unreal Engine using MetaSounds. Stay tuned! VCV Rack: vcvrack.com/ VCV Benjolin Patch V4 by Dave Benham patchstorage....
Unreal Audio Prototypes: Series Intro (Benjolin Devlog Part I)
มุมมอง 462 หลายเดือนก่อน
Welcome to the first video in our new series, Unreal Audio Prototypes! In this video, Scott discusses the musical creations of Rob Hordijk, a Dutch synth designer and educator, known for his unique instrument designs. Throughout this series, we'll be recreating one of Rob's more ubiquitous circuits, the Benjolin, from the ground up using Unreal Engine's Blueprints and MetaSounds. Join us next t...
2024 Channel Update: We're Back, And With A New Project!
มุมมอง 763 หลายเดือนก่อน
Scott is back with some new skills and new ideas! Join us in our upcoming series "Unreal Audio Prototypes" where Scott will first decipher the "mystery" of a certain circuit-bending-inspired instrument created by Rob Hordijk named the "Benjolin", in Unreal Engine 5. New series drops next week - stay tuned! Founded by Steve Horowitz and Scott Looney, the Game Audio Institute is a game-based lear...
Procedural Audio For Unity: Refining "ChucK" Logic (Constellation Devlog Part VII)
มุมมอง 11010 หลายเดือนก่อน
In the previous video, Scott worked the interaction manager into a initialized state and later began experimenting with duplicating the sequencer layer. In this episode, Scott gives an overview of the updated ChucK script that will be used to trigger audio in Unity. Founded by Steve Horowitz and Scott Looney, the Game Audio Institute is a game-based learning company dedicated to educating a new...
Procedural Audio For Unity: Interaction Manager Continued (Constellation Devlog Part VI)
มุมมอง 5211 หลายเดือนก่อน
In the last episode, Scott began working on the mouse interaction system for the Constellation music sequencer application. In this video, Scott shapes up the interaction manager into a workable state and attempts to experiment with duplicating the initial sequencer layer. Founded by Steve Horowitz and Scott Looney, the Game Audio Institute is a game-based learning company dedicated to educatin...
Procedural Audio For Unity: Interaction Manager (Constellation Devlog Part V)
มุมมอง 4211 หลายเดือนก่อน
In the last episode, Scott successfully achieved on/off states of audio via checking mesh renderer components attached to each cube in our sequencer. This time around, we dive a little deeper into interaction design, with Scott implementing a click-and-drag style mouse input system to be used to trigger audio with Chunity. Founded by Steve Horowitz and Scott Looney, the Game Audio Institute is ...
Procedural Audio For Unity: Building The Sequencer (Constellation Devlog Part IV)
มุมมอง 7811 หลายเดือนก่อน
In the last episode, Scott worked on creating a Playhead object that, when combined with a row of 16 cubes and some Chunity code (ChucK for Unity), effectively acts like a step sequencer. In this video, Scott further works on the sequencer logic, eventually achieving on/off states of audio via checking mesh renderer components attached to each cube. Founded by Steve Horowitz and Scott Looney, t...
Procedural Audio For Unity: Chunity Experiments (Constellation Devlog Part III)
มุมมอง 11411 หลายเดือนก่อน
In the last episode, we investigated implementing Chunity (ChucK for Unity) into the project. This time around we’re taking it a step further - Scott gets into the ChucK logic with the intent of establishing a functioning Playhead. Founded by Steve Horowitz and Scott Looney, the Game Audio Institute is a game-based learning company dedicated to educating a new generation of audio professionals....
Procedural Audio For Unity: Getting Started With Chunity (Constellation Devlog Part II)
มุมมอง 11311 หลายเดือนก่อน
In the last episode, Scott worked on a script that generated cube objects and arranged them into a 16x16x16 grid. This time around, we'll be importing Chunity (ChucK for Unity) into the Unity game engine and will take a look at some of the included demos. Scott shares his ideas on the project and the Chunity process. About Chunity (ChucK for Unity): chuck.stanford.edu/chunity/ Chunity on the Un...
Procedural Audio For Unity: Generating The Grid (Constellation Devlog Part 1)
มุมมอง 148ปีที่แล้ว
With the toolset decided (see earlier episodes in this series), Scott begins work on the Constellation prototype. Constellation will be a three-dimensional procedural step-sequencer, with three axes controlling volume, pitch, and timbre. Our first task is to create a script that will generate our game objects and arrange them in a single 16x16 vertical slice. This single layer will later be exp...
Procedural Audio For Unity: Tools & Approaches Part 2
มุมมอง 198ปีที่แล้ว
In the last episode, Scott began to paint the procedural audio landscape, so to speak, by investigating the possibilities of Pure Data and Csound in Unity. In this episode we’ll continue by taking a deeper dive into the ChucK programming language, Chunity, and Faust. Links & Resources: Chuck: chuck.stanford.edu/ discord.com/invite/ENr3nurrx8 Chunity: chuck.cs.princeton.edu/chunity/ assetstore.u...
Procedural Audio For Unity: Tools & Approaches Part 1
มุมมอง 498ปีที่แล้ว
In episode one, Scott lays out a few common ways to achieve procedural audio within the Unity game engine, starting with Pure Data and Csound! In the next entry, we’ll continue with this topic and look a little deeper at the ChucK programming language, Faust, and more. Stay tuned! Links & Resources: Pure Data: puredata.info/ github.com/pure-data/pure-data LibPd Unity Integration: github.com/Lib...
Exploring Generative Music With MetaSounds: Unreal Engine Post Mortem
มุมมอง 146ปีที่แล้ว
Exploring Generative Music With MetaSounds: Unreal Engine Post Mortem
Exploring Generative Music With MetaSounds: Cell Randomization
มุมมอง 116ปีที่แล้ว
Exploring Generative Music With MetaSounds: Cell Randomization
Exploring Generative Music With MetaSounds: Refining Playhead Logic
มุมมอง 63ปีที่แล้ว
Exploring Generative Music With MetaSounds: Refining Playhead Logic
Exploring Generative Music With MetaSounds: Cloning The Playhead Object
มุมมอง 52ปีที่แล้ว
Exploring Generative Music With MetaSounds: Cloning The Playhead Object
Exploring Generative Music With MetaSounds: Building The MetaSound
มุมมอง 181ปีที่แล้ว
Exploring Generative Music With MetaSounds: Building The MetaSound
Game Lesson: Mood Board (FMOD)
มุมมอง 108ปีที่แล้ว
Game Lesson: Mood Board (FMOD)
Exploring Generative Music With MetaSounds: Bringing In The Audio
มุมมอง 71ปีที่แล้ว
Exploring Generative Music With MetaSounds: Bringing In The Audio
GDC 2023 With Game Audio Institute
มุมมอง 151ปีที่แล้ว
GDC 2023 With Game Audio Institute
Exploring Generative Music With MetaSounds: Hooks And Triggers
มุมมอง 124ปีที่แล้ว
Exploring Generative Music With MetaSounds: Hooks And Triggers
Exploring Generative Music With MetaSounds: Building The Metronome
มุมมอง 160ปีที่แล้ว
Exploring Generative Music With MetaSounds: Building The Metronome
Unity Audio Scripting Shorts: Creating A Start-Loop-Stop Audio System With ChatGPT
มุมมอง 184ปีที่แล้ว
Unity Audio Scripting Shorts: Creating A Start-Loop-Stop Audio System With ChatGPT
Exploring Generative Music With MetaSounds: Creating A Clock With Unreal's Quartz
มุมมอง 732ปีที่แล้ว
Exploring Generative Music With MetaSounds: Creating A Clock With Unreal's Quartz
Exploring Generative Music With MetaSounds: Playhead Object Continued
มุมมอง 84ปีที่แล้ว
Exploring Generative Music With MetaSounds: Playhead Object Continued
Exploring Generative Music With MetaSounds: Creating The Playhead
มุมมอง 162ปีที่แล้ว
Exploring Generative Music With MetaSounds: Creating The Playhead
Unity Audio Scripting Shorts: Unity + ChatGPT
มุมมอง 1Kปีที่แล้ว
Unity Audio Scripting Shorts: Unity ChatGPT

ความคิดเห็น

  • @matthiaspeene5631
    @matthiaspeene5631 หลายเดือนก่อน

    I like using FMOD and triggering things on markers for this. th-cam.com/video/hNQX1fsQL4Q/w-d-xo.html

  • @Sharkz-iz6yf
    @Sharkz-iz6yf 2 หลายเดือนก่อน

    AMAZING!!! THANK YOU!!!

  • @veraxiana9993
    @veraxiana9993 2 หลายเดือนก่อน

    Oh I'm so glad I looked into skyrim music analysis videos, this was super thought provoking!

  • @oscarloria
    @oscarloria 7 หลายเดือนก่อน

    I love this game, thanks for the analysis

  • @rodrimarin3375
    @rodrimarin3375 7 หลายเดือนก่อน

    hey ! , i dont know why but every time i enter the trigger is playing 2 audios same time !, i am trying to add some voice when ever he triggers a spot, would be nice if you make a video o voice and text also on trigger enter and destroy when it already play the audios that you added

  • @mimisaiko
    @mimisaiko 8 หลายเดือนก่อน

    Thank you for making this This is an brilliant game, and your analysis is 👍

  • @rafaeltmanso
    @rafaeltmanso 10 หลายเดือนก่อน

    Pretty cool! Gonna test it soon

  • @robgreaney3203
    @robgreaney3203 11 หลายเดือนก่อน

    This is amazing!!!

  • @TomtheS_AI
    @TomtheS_AI ปีที่แล้ว

    What exactly is the benefit of using Chuck in Unity?

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      well - i guess i'm still discovering it - theoretically, it's a strongly timed language that has structural similarities to Java and C# - at least compared to Csound or Faust anyway. the main reason is that Unity CANNOT under any circumstances generative individually timed note events reliably on a grid - you can arrange clips or loops but not individual note events. so that timig needs to come from an external clock. i've heard of folks using OnAudioFilterRead to generate a timing grid clock of sorts, but don't have a recent example. the previous prototype version of Constellation used Csound in Unity and i got very excellent timing on that - it was on PC VR on Vive and this will be on Quest 3 so we'll see. also the main ChucK developer has been dark on Unity/Chunity for obvious reasons and i'm not getting much in the way of responses back from my help queries yet. so i might switch back to Csound. anyway, long winded answer - hope this helps a bit!

  • @ashaydave
    @ashaydave ปีที่แล้ว

    Hi Scott, thanks for the video! I stumbled across the channel just wandering on youtube about procedural and adaptive game audio. Looks like a very resourceful channel! I look forward to more videos, as I continue my Master's thesis research on the topic. Thanks!

  • @jordanmuniz6167
    @jordanmuniz6167 ปีที่แล้ว

    I was having so much trouble finding a good audio occulsion video on TH-cam and this helps so much! Audio is not an easy topic, so its important to go in-depth. Thank you guys for doing what you do, I hope your channel can get the attention it deserves

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      thanks so much! glad you enjoyed it and found it informative!

    • @jordanmuniz6167
      @jordanmuniz6167 ปีที่แล้ว

      @@gameaudioinstitute Quick question if you don't mind... do you happen to have a video where you show how to make it so that audio is reactive to the environment rather than being triggered? In my use case, I want to make essentially a sound proof, or heavily occluded room, but its a multiplayer experience so accessing the audio sources of each user with a trigger or collider is not ideal nor scalable. It would be nice if there was essentially an audio source that "took care of the occlusion on its own" so that if you or other users enter a room, the room would essentially mute or heavily occlude the people inside for users outside the room, and users inside the room can hear each other normally. I appreciate any advice you can give!

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      @@jordanmuniz6167so that sounds like a social VR issue. i think it should be able to be handled interactively. you're already talking about about a room that will be, in effect, a 'quiet room'. as long as the audio from outside sources or other users is accessible and routed into Unity you can stick all of the objects outside that room to set their Audio Sources to a specific Output group that would be muted or filtered. you could probably snapshot that effect if needed. I may be able to make a video but this year has been exceptionally dense with other work so i may not get to it in time. it's a cool topic though - the main challenge as i see it is getting the outside user sources to be routed to the Mixer. once you can get that happening, everything else should be easy.

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      and you can also set 3D falloff curves on the AudioSources if you're using 3D - but that's a fairly basic thing. you can add Audio Filters to objects with Audio Sources too and set some control based on distance. but these are simpler approaches.

    • @jordanmuniz6167
      @jordanmuniz6167 ปีที่แล้ว

      Yea don't worry about the video! I was just wondering if it was a topic you already covered. Thank you so much for the advice! You've given me some stuff to work with 👍@@gameaudioinstitute

  • @gracianacommentorsub2383
    @gracianacommentorsub2383 ปีที่แล้ว

    This video is great! Keep your viewers happy as always!

  • @ewwitsantonio
    @ewwitsantonio ปีที่แล้ว

    Have you looked into RNBO and Unity? I just started experimenting with it. Not sure how it would work with Oculus Quest though. I'm really missing AudioHelm fo Unity... that was so well made and sounded beautiful. Cool to see vids on this topic!

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      absolutely agreed on Helm, but i think it goes to what i've said about procedural audio - it may save on RAM but its harder on the CPU and there isn't that much of a market for it either. Matt was charging $80 for it which is a bit high for an asset. and thanks for the tip on RNBO! - didn't know much about it at all though i've heard of the name. will definitely check it out.

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      okay, so i did a bit of research on it, and i don't think it will be included. or i can't include it anyway since it requires MaxMSP which is not cheap these days. all the tools described here and in the second half coming out are free and they have permissive licenses that are open to allow anyone to sell an app or game made with them. i do not think that RNBO has this option and it also requires commercial software to create the patch. on the other hand, i can't recommend Supercollider either, because it's license is too open (GPL) and too viral to be used in the AppStore. it might be okay in Google Play but i'm not at all confident about working in VR though i can research it. i suspect very few people are using it for game audio.

  • @Jonny-gi4iz
    @Jonny-gi4iz ปีที่แล้ว

    Thanks for help!

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      no problem! let us know what other tutorials you'd like to see on the channel!

  • @AIAdev
    @AIAdev ปีที่แล้ว

    Thanks for making this video... I actually didnt even know Unity had a built-in reverb zone component

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      yeah - it seems like it would be a really cool thing, and i think it's useful in certain outdoor cases, but it's quite tricky to manage for square shaped indoor rooms, plus it had bugs for while that made me not reach for it, especially once the Mixer came around with its own plugins. glad you enjoyed the video!

  • @pharaohmancer
    @pharaohmancer ปีที่แล้ว

    For the trouble you ran into at the end, I ran into the same. I may have figured it out, if it helps anyone-- it might not be a bug. Since the script was originally written with just "void OnTriggerEnter," it gets triggered by anything else in the scene with a trigger collider. I had to adjust the script so that it would see the player tag and then trigger accordingly. In other words, I had to adjust the script so that only the character with the "player" tag could trigger the sound box collider. Other than that, though, thank you for the video series, it really helped me out big time! Much appreciated, and thank you!

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      i'm glad you found a solution for your issue! in this case there wasn't any chance that any other object would trigger it so i still feel it's a bug and not working properly - although it might be because i had Edit In Play Mode enabled which would disable snapshots. glad you're enjoying the series! i'm using ChatGPT to write scripts in the latest video in the series. check it out!

  • @dubaisours
    @dubaisours ปีที่แล้ว

    Thank You!

  • @anormalguy8407
    @anormalguy8407 ปีที่แล้ว

    taking away reverd zones will be usefull for music

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      reverb zones aren't really there for music, they are more there for general 3D audio. music is usually 2D in nature, and Unity has a mixer with plugins where you can add reverb if you need to - sometimes it is useful to add a bit of reverb but yes you can easily go overboard.

  • @kamazooliy
    @kamazooliy ปีที่แล้ว

    Looking forward to the series. Please see it through.

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      thanks Kevin! i will certainly try my best for sure, but it has been a rough adjustment coming from Unity. the early part of this (about the first 6 episodes) aren't even covering MetaSounds and i expect this to be true for a while, because the app relies on managing a lot of physical objects on the screen. the TL;DR is that UE likes to do things its own way - a way that works for standard games and this may end up being enough of a blocker for my case that i won't be able to do it. and that's not even considering the performance issues. i think even if this project doesn't work for me i'll still have at least a few videos covering using MetaSounds in a generative context anyway. we'll see - game dev isn't a linear process though.

    • @kamazooliy
      @kamazooliy ปีที่แล้ว

      @@gameaudioinstitute I totally understand where you're coming from when it comes to Unreal quirkiness. I'll enjoy the series more watching you figure it out while applying your vast knowledge of Game sound design. The Lyra sample game has a good deal of Metasound implementation you could take inspiration from, in case you haven't checked it out already.

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      @@kamazooliy thanks a bunch for the suggestion! once i get a layer going and operational i'll be in a position to start triggering generated sounds so i'll start looking for simple synth options. not there yet though...

  • @Kurufinve5
    @Kurufinve5 ปีที่แล้ว

    Thank you! Awesome content! We need more of those ingame analysis! Witcher 3 would be great one to check out.

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      thank you for watching and subscribing! well we've already got one up covering Persona 5 so you you can go watch that on our channel, and we are going to drop one on Tetris Effect either at the end of this month or the beginning of the next and you'll be notified of that if you have that turned on. stay tuned for more! we'll keep Witcher 3 in mind though. thanks for the suggestion!

  • @rickmyers8990
    @rickmyers8990 ปีที่แล้ว

    I hope to see more exciting videos like this one in the near future!!! Wow, you need to research 'promo sm'!!!

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      thanks Rick! we have another one coming up on Tetris Effect pretty soon - these in depth ones take longer to produce but we have lots of other stuff to check out in the meantime.

  • @user-xv9ni2jj7t
    @user-xv9ni2jj7t ปีที่แล้ว

    Excited. Can’t wait for more videos!

  • @HecateWitch13
    @HecateWitch13 ปีที่แล้ว

    ❤!!

  • @_no0b_487
    @_no0b_487 ปีที่แล้ว

    This Video is absolutely amazing( the editing, the chill music from persona in the background while u analyse it, etc) !!! It baffles me how this video doesn`t have the attention it needs! Keep going with this content :)

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      thanks so much for your wonderful and supportive comments! best thing you can do for us is spread the word. we've got Tetris Effect coming in January and more cool games after that to analyze. i'm also planning a deeper dive into more advanced generative music concepts and tackling Unreal for the first time on the channel. more will be coming!

  • @TankyFrank
    @TankyFrank ปีที่แล้ว

    Brandon is such a cool genuine guy that's super passionate about audio, I had the pleasure of talking with him once and he's a solid human all around. Keep up the great content.

  • @jesserinermusic380
    @jesserinermusic380 ปีที่แล้ว

    I love the French horn in this music

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      yep - he might not have all that great of reputation in person, but his music composition skills are definitely not in doubt. check out Jean Sibelius if you want to hear what composers he was inspired by for this score.

  • @facundocadaa9020
    @facundocadaa9020 ปีที่แล้ว

    Great content. I'll watch every video in this series cos eventually I wanna make a game of my own

    • @gameaudioinstitute
      @gameaudioinstitute ปีที่แล้ว

      thanks for the comment! we'll keep 'em coming!

  • @indiestudio23
    @indiestudio23 2 ปีที่แล้ว

    Sir Iam Using Unity Standard assets Third person character for this and in those scripts they didnt used character controller for player they used capsule collider insted Of character controller. and the scripts not allowing me to use the ground variable. Help Me Sir

    • @gameaudioinstitute
      @gameaudioinstitute 2 ปีที่แล้ว

      yeah, i understand - i did mention my method only works in that specific situation. i'm not 100% sure but i believe that your controller is pretty old. i can give a basic idea of what you need. in my situation the footsteps script is able to find out information from the Controller (which has a rigidbody and a collider built in). now you can have separate components on the Player and you can find out info by having the surface report collisions and then send that data to the footsteps script. i don't remember whether your controller script has any variable pertaining to grounding but i would probably guess it's got something that can detect a foot on the ground vs in the air. but i can't help much more without seeing the problem in more detail. you can join our Discord and post there (it's in our Linktree links).

    • @indiestudio23
      @indiestudio23 2 ปีที่แล้ว

      @@gameaudioinstitute ok Sir

  • @indiestudio23
    @indiestudio23 2 ปีที่แล้ว

    Superb explanation Sir

  • @indiestudio23
    @indiestudio23 2 ปีที่แล้ว

    Sir Thank You So Much For These Tutorials.. Here I Have a Problem When the Ai or Enemies are passing through the trigger the sound is playing. So, I want The Sound Only When Player Is Passing through, Please Help Me Out of This

    • @gameaudioinstitute
      @gameaudioinstitute 2 ปีที่แล้ว

      hi there! thanks for your interest, and glad you are finding these helpful! since the demos don't have enemies we didn't cover how to be selective in triggering sounds. this is fairly easy to add though. what you'll want to do is instead of a boolean switch what you need is the CompareTag function. in the OnTriggerEnter function you'll want to change it slightly: void OnTriggerEnter(Collider other) { if(other.gameObject.CompareTag("Player")) { //play sound or whatever here } } so in this case, we make sure to get information from the Collider that enters the trigger area. then we get the Game Object that is associated with the Collider (gameObject), and then we use the CompareTag method to check if it matches a specific tag, which is a string (you can see it's in quotes). you do need to make sure your Player object is tagged as Player - it's a default tag option usually, but it does need to be set for the object that has the collider and rigidbody entering into the trigger. hope this helps out! i'm happy to do a video on selective triggering of audio if you think that would be helpful!

    • @indiestudio23
      @indiestudio23 2 ปีที่แล้ว

      @@gameaudioinstitute Thanks For the quick response Sir It's Working Fine Now.

  • @MarcoLongoMusic
    @MarcoLongoMusic 2 ปีที่แล้ว

    YES! My favorite topic 😄 There are a lot of many interesting games that you could analyse. For example Final Fantasy VII Remake uses almost every trick in the book in terms of adaptive music systems (and the soundtrack itself is just stellar). And Nintendo is always a step ahead when it comes to creative ways to implement music. For example I've always wondered how something like this could be achieved with Wwise or FMOD: th-cam.com/video/U5-YDxH6It8/w-d-xo.html Whatever you choose to cover I'm looking forward to this new series!

    • @gameaudioinstitute
      @gameaudioinstitute 2 ปีที่แล้ว

      hi there - thanks for your enthusiasm and we'll try to cover FF 7 at some point. in regards do Nintendo they are the absolute kings of super complex music management that's made to sound cute and fun no matter what behind the scenes magic is going on. in response to your clip (thanks for that - always good to see other music analyzers out there) i would say the musical electric zap traveling loops are managed entirely with MIDI triggered sample instruments - often called sound fonts. this way the system is capable of changing key or mode very easily where as if they handled with a custom music loop you'd have to have one ready regardless of what change the player was making - or decided to choose from a list as they demonstrated earlier. definitely a cool application of the idea! we'll be looking at some similar systems later on.

    • @MarcoLongoMusic
      @MarcoLongoMusic 2 ปีที่แล้ว

      @@gameaudioinstitute ​ @Game Audio Institute Thank you! I too suspected that they often use MIDI for this kind of applications in their own game engine(s). I'm not super familiar with MIDI inside Wwise though, I thought you could just trigger different MIDI files, not modifying them in real time. But I'm probably wrong. I can't wait to see what you'll be covering 👍

    • @gameaudioinstitute
      @gameaudioinstitute 2 ปีที่แล้ว

      @@MarcoLongoMusic well, by the time you get into triggering MIDI procedurally, you're well outside of Wwise's wheelhouse. as popular as Wwise is, it's definitely not the best tool for every kind of music application. for example games like Peggle 2 indeed use Wwise, but to make that game happen, a WHOLE lot of straight up C# scripting had to happen to make the music system respond intelligently to game state changes in terms of key and/or mode. and games like Mini Metro would not be possible period - Wwise isn't anywhere near ideal for some kinds of procedural music.

    • @MarcoLongoMusic
      @MarcoLongoMusic 2 ปีที่แล้ว

      @@gameaudioinstitute that makes sense. But what if you "accompany" different pieces of audio with a hidden MIDI track that follows tempo and structure while playing an arpeggio like the one in the video? Could you switch on the fly in Wwise? Or there could be some stuck notes issues?

    • @gameaudioinstitute
      @gameaudioinstitute 2 ปีที่แล้ว

      @@MarcoLongoMusic well, tempo can be tracked outside of Wwise. i know that usually it's not a common thing to use multiple audio systems. but i am pretty sure in this case that Wwise can do a lot more than play a MIDI file. you can create sample banks and trigger MIDI events on them. but you would have to inform Wwise when the change takes place and in what way so it can alter the pattern or use other patterns. keep in mind that some action takes place and these levels aren't procedurally generated so there can be triggers that would tell the music engine to change mode at a certain point, or in the case of the 'jukebox' selection to play a mode that harmonizes with it. it's not incredibly easy but it is possible, and much easier to generate notes that way than altering existing ones. and my guess is they do their best to bulletproof the system to avoid hanging notes, etc. that all being said i am fairly certain that Nintendo does not use Wwise in their main releases as they are a large company and have their own in-house audio engine that handles music as well. and it is quite possible that this engine allows MIDI events triggering sound fonts or DLS banks. that's certainly what was possible back in the SNES days (indeed that was the only option actually at the time).

  • @simpsonelli
    @simpsonelli 2 ปีที่แล้ว

    Excellent video!

  • @gameaudioinstitute
    @gameaudioinstitute 2 ปีที่แล้ว

    Quick Note: There's an incorrect statement starting at around 2:50 in this video. Scott mentions: "The (audio signal) feeding into the Reverb effect basically INCREASES as you get closer to the maximum distance." INCREASES was meant to be DECREASES. Nothing further.😀

  • @em0jr
    @em0jr 2 ปีที่แล้ว

    Great interview!

  • @Durrum1
    @Durrum1 2 ปีที่แล้ว

    It seems like it needs to be dark for optimization but if im to use it for my d&d group for maps then not so much on the darkness because they need to be able to read chr sheets and books and other stuff

    • @Durrum1
      @Durrum1 2 ปีที่แล้ว

      Im not so sure yet for the price + Ill need 3 more sets of classes but not the board or wand but I cant find the price for just the classes on the site

    • @gameaudioinstitute
      @gameaudioinstitute 2 ปีที่แล้ว

      @@Durrum1 you'll likely want the group XE pack at that point. they are catching up on the XE single Kickstarter backers right now. after that comes the XE group pack backers and then they'll be getting to preorders. i think once the XE group packs are prepared they'll likely be orderable on the web. i'm not sure of the hardware support just yet for multiple glasses, but it's definitely on their immediate roadmap.

    • @gameaudioinstitute
      @gameaudioinstitute 2 ปีที่แล้ว

      actually, with evening room lighting it's fine - you can easily see the board with your eyes. but web camera placement is tricky and the result isn't as bright as you can see with just the glasses.

  • @mickbanks68
    @mickbanks68 2 ปีที่แล้ว

    Am also a KS backer... still awaiting the XR Kit. Feels like forever since I think I backed T5 way back in 2019.. yes ? Just taking forever for the T5 team to deliver. Sure hope it's worth the wait

  • @galatei11
    @galatei11 2 ปีที่แล้ว

    So, pretty much a projector for 5x the price of one. The board limits its use cases, and also non-portable. Pretty much a failure for the price of Steam deck!

    • @gameaudioinstitute
      @gameaudioinstitute 2 ปีที่แล้ว

      well, i think that's a misreading of the product. for about $350 you get a pair of AR glasses that are roughly 8-10X cheaper than Magic Leap or HoloLens with brighter images than either of them. and of course it has its limitation of having to be projected onto a surface - but that makes it not all that dissimilar to current computers bound by their screens - although at the moment T5 can only do horizontal orientation of the board. and there's so much more sensor and camera math going on behind the scene to make the experience work smoothly. my demo is restricted because i couldn't hold the glasses near the webcam and play the game at the same time. and it's incredibly portable compared to a desktop computer. the board folds up into an area not much larger than a typical small laptop. and as far as price i don't know where you're able to get reliable 720p projectors for $70 but i think the prices are closer to T5 or closer to 2/3 or 1/2, not 5 times cheaper. and you'd still have to have add IR cameras, sensors, and firmware to track the board position incidentally a Steam Deck is actually an excellent product to pair with T5 - although its GPU isn't good enough for VR it's got plenty of power to drive the 720 per eye resolution of T5.

    • @JeppeBeier
      @JeppeBeier 2 ปีที่แล้ว

      To me it looks just as portable as a board game pretty much. Not to mention besides just paying for hardware, you are also paying for many years worth of R&D and software/firmware development to get it all working. Comparing it to the price of a projector is like comparing oranges to apples as you can't do this with just an off the shelves projector.

  • @zardozx1370
    @zardozx1370 2 ปีที่แล้ว

    very interesting made -- many thx

  • @dragonmagicstudio
    @dragonmagicstudio 2 ปีที่แล้ว

    Thanks for this video Scott. very informative.👍

    • @gameaudioinstitute
      @gameaudioinstitute 2 ปีที่แล้ว

      thanks so much Patrick! really appreciate that you found it useful!

  • @0ooTheMAXXoo0
    @0ooTheMAXXoo0 2 ปีที่แล้ว

    Jerri started at valve. Bought the tech and created a new company, cast AR. That company slowly got taken over by business types who ran the company into the ground. Jerri made a new company with her original team, this time being the CEO herself, and here we are...

  • @naocam1
    @naocam1 2 ปีที่แล้ว

    Star wars hologram game

    • @gameaudioinstitute
      @gameaudioinstitute 2 ปีที่แล้ว

      indeed! that was definitely one of my thoughts for sure when seeing it.

    • @TonyDrecaps
      @TonyDrecaps 2 ปีที่แล้ว

      We need that! Action!

  • @Nobody-Nowhere
    @Nobody-Nowhere 2 ปีที่แล้ว

    I wonder why they did it this way, used projectors.. really interesting way of doing this

    • @gregmattson2238
      @gregmattson2238 2 ปีที่แล้ว

      its all because of physics. the reason why those VR headsets are so bulky is that they have to cram the optics, battery, mirrors, electronics, etc all into that headset. I like my quest 2, but really putting it on is exceedingly off-putting. These look light. And being able to see your surroundings looks like a big plus. Having moved out of state, I've ordered 8 of these for family and friends, simply because I want the experience of playing games the same way as I did when they were local. We could get together and play boardgames for hours, and I'm really missing that feeling.

    • @joelface
      @joelface 2 ปีที่แล้ว

      @@gregmattson2238 Really smart to get so many headsets. Is there maximum number of headsets that can look at the game board at the same time? Or controllers that can be used on the same board at once? It's interesting that although none of the headsets will be reflecting back to the exact same space, if they did, they'd actually be creating the same image, so there is no chance that they'd interfere with each other on the board. If anything, it would just boost the brightness.

    • @gregmattson2238
      @gregmattson2238 2 ปีที่แล้ว

      @@joelface from a couple of interviews I've seen from Jeri, the headset itself ups the framerate. So it basically takes any input source that you have, and does interpolation between frames to churn out 120 fps. so locally I'd think you could have 1 pc and multiple devices and be able to play a video game pretty readily. For remote games, each local pc would responsible for its share of the board so here I don't think the CPU/GPU would be the bottleneck, and any network lag would be the handled by the same onboard interpolation. In any case the games I'd like to play - eurogames - I don't think this is going to be taxing my pc at all, and I'm so looking forwards to getting my devices.

    • @JeppeBeier
      @JeppeBeier 2 ปีที่แล้ว

      @@joelface Theoretically you could use an infinite number of headsets on the board due to the way it reflects, but since nothing is perfect, there will be some light bleed around the angle of your head so it might be possible to interfere if two people are right next to each other. There's also a chance it will be negligible enough to not matter and just work though.

  • @declan8391
    @declan8391 2 ปีที่แล้ว

    🤗 𝐩𝓻Ỗ𝓂Ø𝓈M

  • @keidyzuniga
    @keidyzuniga 2 ปีที่แล้ว

    This video SAVED ME. It's so SO HARD to find up-to-date info about installing Unity and VS Code for the Mac, as most instructions are for the PC. The Mac process was different enough to stump me and installing and setting everything up was SO EASY with the right instruction (with less steps than PC as far as I know). Thank you for helping me get set up!

    • @gameaudioinstitute
      @gameaudioinstitute 2 ปีที่แล้ว

      no problem. i was debating about jumping right into the coding or starting right from the beginning with installation. glad i made the right decision for you!

  • @marklee81
    @marklee81 2 ปีที่แล้ว

    Please do more videos about this. I'm jealous.

    • @gameaudioinstitute
      @gameaudioinstitute 2 ปีที่แล้ว

      i'll try! - the challenge is to try to get some way of mounting the webcam so that i can have access to the controller. with this video i was carefully holding the glasses in front of the webcam with both hands which mean i could not actually operate the controller.

  • @MarcoLongoMusic
    @MarcoLongoMusic 2 ปีที่แล้ว

    4:58 I didn't know about that! Good stuff

    • @gameaudioinstitute
      @gameaudioinstitute 2 ปีที่แล้ว

      yeah it's definitely useful for first timers, and it's important - originally Unity came with its own script editor called MonoDevelop, but they dropped that and went with Visual Studio which is fine but VS is a much more broad based and widely used IDE than MonoDevelop, and the simple Code variant is geared to be more open-ended and available to a variety of languages (like JavaScript, C++, Python etc). however the code highlighting and auto completion features have to be enabled for C#. the snippets are just more Unity function/method oriented, again very useful to know though. like training wheels.

  • @obidobi2
    @obidobi2 2 ปีที่แล้ว

    Have you tested to put a mirror on the back edge of the board?

    • @joelface
      @joelface 2 ปีที่แล้ว

      That would be an interesting idea.

  • @fitybux4664
    @fitybux4664 2 ปีที่แล้ว

    Thanks. Have been waiting for this for years. Exciting it will be in my hands in a few months.