2:36 - Technically you can trigger and play sounds from within a patch, you just won't hear it until it's put into a MetaSound Source with an audio output.
Great video and glad you highlighted how useful they are! The patches have become such a critical part of my workflow. I use them way more then presets, which I find to be restrictive. Patches all the way!!
And when one needs to make any change to one's Patch, it now updates for all instances in your Sources. So it saves time not only in CREATING new assets, but also in maintaining and updating your assets. In the footstep example, if he wanted to add aditional logic to the random wave player patch, he will only need to do it once and then perhaps make small changes in the source assets instead of big changes x10! Just to mention it explicitly for those that are learning.
Epics should add drag-n-drop order editing for inputs/outputs, like they did for Blueprint functions. It would be faster and easier then entering numbers manually
I am searching internet for a guy who thinks Wwise or FMOD still necessary for all audio `problems` after UE5.4 , and i finally found one.. If you have a company that can hire 20 sound designers for a game and you have 4M+ sound assets, you might be right. I think Metasounds system can handle everything that Wwise provides now. Plus midi implementation etc. I really wonder your opinion btw.
Yes, although it's more like the [patcher] or [p] object as you don't get the "window" into the sub patch the same way as with [bpatcher]. But very much same idea!
@@VELVET462 No worries. I’ve got you covered: th-cam.com/video/SXBEbs69sZ8/w-d-xo.htmlsi=1dOjtg4o7z7RTSjZ Then, once you have that down and want to move into dynamic footsteps, you can check this one out: th-cam.com/video/pYxocPdtHBw/w-d-xo.htmlsi=Bvnu57Rn5j8nrwbN
@@TheSoundFXGuy Thanks so much! Still sitting here and playing around all night long :D a completely new world, but very complicated at first as most things are. I will check your videos, thanks again!
2:36 - Technically you can trigger and play sounds from within a patch, you just won't hear it until it's put into a MetaSound Source with an audio output.
Yep, because in Unreal’s Audio Engine it’s a MetaSound Source “who”* renders audio
*there’re also other renderers, see Source Bus
Great video and glad you highlighted how useful they are! The patches have become such a critical part of my workflow. I use them way more then presets, which I find to be restrictive. Patches all the way!!
Awesome video, appreciate the insight!
Thank you for making this video.
🍿🍿
And when one needs to make any change to one's Patch, it now updates for all instances in your Sources. So it saves time not only in CREATING new assets, but also in maintaining and updating your assets. In the footstep example, if he wanted to add aditional logic to the random wave player patch, he will only need to do it once and then perhaps make small changes in the source assets instead of big changes x10!
Just to mention it explicitly for those that are learning.
That is an absolutely fantastic point that I completely forgot to mention so thank you for bringing it up.
Nice OTT btw 🤩time to make some Unreal Dubstep 🤘
I was actually trying to model the functionality of the Waves C6 or FabFilter but I'll 100% take OTT.
This is great man! thank you!
Thank you
It's so powerfull giving modularity to the metasounds.
Epics should add drag-n-drop order editing for inputs/outputs, like they did for Blueprint functions. It would be faster and easier then entering numbers manually
Wwise is perfect solution for all audio problems)))
I am searching internet for a guy who thinks Wwise or FMOD still necessary for all audio `problems` after UE5.4 , and i finally found one.. If you have a company that can hire 20 sound designers for a game and you have 4M+ sound assets, you might be right. I think Metasounds system can handle everything that Wwise provides now. Plus midi implementation etc. I really wonder your opinion btw.
Очень круто! Спасибо тебе мужик!
So, Meta Sound Patch is similar to bpatcher in MaxMSP?
Yes, although it's more like the [patcher] or [p] object as you don't get the "window" into the sub patch the same way as with [bpatcher]. But very much same idea!
In other words Meta Sound Patch is a "Blue Print Function"?
Great, but as a beginner i dont realy know how to use that Footsteps MetaSource on a character..
@@VELVET462 No worries. I’ve got you covered: th-cam.com/video/SXBEbs69sZ8/w-d-xo.htmlsi=1dOjtg4o7z7RTSjZ
Then, once you have that down and want to move into dynamic footsteps, you can check this one out: th-cam.com/video/pYxocPdtHBw/w-d-xo.htmlsi=Bvnu57Rn5j8nrwbN
@@TheSoundFXGuy Thanks so much! Still sitting here and playing around all night long :D a completely new world, but very complicated at first as most things are. I will check your videos, thanks again!