Unreal Engine 5 | Dynamic Music Transitions using MetaSound
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- เผยแพร่เมื่อ 26 ส.ค. 2024
- Unreal Engine 5 | Dynamic Music Transitions using MetaSound
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#unrealengine5 #metasounds
I wasn't gonna use Metasounds in my project but your video just changed my mind. Just a simple way to explain their main functions in terms of logic with this example. I think I even like it more than FMOD. Thanks, mate!
Your tutorials are really great for learning to work with game audio as an absolute beginner to the unreal engine. I hope you keep these tutorials coming!
A request for a tutorial on my part: I now know, how to trigger an event when the player overlaps with a trigger ONCE. But is there a way to play a sound file WHILE the player is inside a collision box and stop playing it, when he steps outside again? Is there already a tutorial on that? If not, i would greatly appreciate some insight into this. Thank you for your work!
You could trigger your sound to play using "On Begin Overlap" and then use "On End Overlap" to stop it. Doing it this way will retrigger it from the beginning each time you enter the trigger. If you want it to keep playing but silent when you step out of the trigger then you'll need to use the trigger to adjust your volume instead of start/stop. You'll also need to change the Virtualization setting (found in the details panel of your MetaSound/SoundCue under Voice Management) to "Play when silent".
Wow, this stuff looks pretty straight forward. I need to figure out a way to have a long piece of music that switches over a 1 bar, two bar, or 4 bar interval. I guess I'd have to chop the song into intervals and play them sequentially or something and then switch between sets of segments (a set for each mood).
Here are two links that should get you headed in the right direction:
How Mick Gordon set up the music for Doom: drive.google.com/drive/folders/1EYVBJjr_fvyYrfAFKsjDNbX9eeBh6pP3?usp=sharing
Dan Reynolds (Technical Sound Designer for Epic Games) setting up dynamic compositions with MetaSounds: th-cam.com/video/ZHPZoNFNlY8/w-d-xo.html
@@TheSoundFXGuy Ah, you are a legend. Thank you so much my friend.
Sick
Simple & awesome. You're great
Thanks v much.
A tutorial for how to make a rhythm game with a track board and notes to tap on before a miss/hit point (Think of Tap Tap or Guitar hero like game) Can only find Unity stuff on this particular subject. Another good one would be Bullets Per Second meaning you can only shoot according to the Beat per second of the music or Beat per Minute. These Two been having trouble setting up at least a basic setup to build off of.
Might take me a minute to build something out but I’ll see what I can come up with.
@@TheSoundFXGuy take your time I been searching for weeks I did manage to find a beat Saber tut for unreal but that's not quite what I be looking for.
Nice
how about making SFX only using MetaSound, would be interesting to have a series on it
It definitely would be interesting. I'm still getting use to all the ways to manipulate the signal generators but once I get a handle on it, I'll visit that idea for sure.
@@TheSoundFXGuy cool.... we are learning with you , thanks!!
Ah neat! firstly thank you so much for your work! helps a lot.
apologies and a quick question here but after a bit of research, looks like the ability to use the 'send trigger' method was dropped in 5.1? wondering if you might a. have a quick solution reply, b. have put up the new work around on the discord? Cheers
I sent this to you on Discord (Thanks for joining the server btw) but so that everyone can see who may also have the same question - Since the Send Trigger node is no longer available in the current version, you can actually just put all the Wave Players in the same MetaSound and run the "On Finished" into the "Play" of the next wave player. You can also see this in the following video: th-cam.com/video/dkw2i4LWbG4/w-d-xo.html
@@TheSoundFXGuy Hello, I have this same problem and my question now is how or from where to send a signal to turn off the loop, since a "receive trigger" does not appear either
@@nico_crowned If you check the link in the previous reply that I sent to PlayerUnknown, that link will take you to my video on controlling MetaSounds with Blueprints. (Note, the get parameter interface node in that video is also no longer in UE5 but you can just bypass it and go straight into your Execute Trigger node). Basically you'll create a custom input inside your MetaSound that is set up to toggle your loop on and off and then you'll call it from a Blueprint. If you get stuck, feel free to join my Discord (linked in the description) and I'll be happy to help you out the best I can.
Hey! Great video, but I was wondering if the same logic could be apply without the music fully looping but instead ending it on the measure? Is there a way to calculate that instead of the music ending and looping?
I just put out a video talking about this today. Check it out.
best tutorial🖤... but i have to say in metasound 5.1 send trigger is missing what should we do about that?
If you check out the video I did on controlling MetaSound with blueprints (th-cam.com/video/dkw2i4LWbG4/w-d-xo.html) at around the 3m 41s mark you’ll see how I moved this setup into one single MetaSound instead of having separate ones for each part. This gets around using the send trigger that’s no longer available. Keep in mind when watching that video that they get Parameter Interface node is no longer available as well and can simply be bypassed in your chain.
I have a video on bypassing the get Parameter Interface as well: th-cam.com/video/n3bLdYgTI0A/w-d-xo.html
@@TheSoundFXGuy yup you are a legend. now i can use it ...thank you🖤
Wowww
how would you do it so that the player could actually return to the first trigger box and play part 1 again? or is this setup doing it?
how can i always access the music that is playing? i sometimes get overlapping music :( also i made a metasound, where i can store music file arrays, and made a int, to define which msuic to play, is that not good?
Great tutorial! Everything is so well explained, many thanks!
I have a questions though. Is it possibile to crossfade those two metasounds with each other rather than seamlessly connect them using send triggers? So that you don't have to wait for the first Meta to finish playing.
did they remove 'send trigger'?
They did remove the send trigger. If you check out the video I did on controlling MetaSounds with blueprints (th-cam.com/video/dkw2i4LWbG4/w-d-xo.html) at 3:53 in that video (don't click on the time, it'll send you to that time in THIS video and not that one) you can see how I set it all up in one single MetaSound instead of using multiples. Keep in mind both of these videos were done before the full release so "Get Parameter Interface" is now also gone and can be bypassed.
@@TheSoundFXGuy Will you sometime in the future redo this video since some of the functions have been taken out? I would love to try out this method for using it to change the background music then transition it to a different background music depending on the area of the map. The only other video I saw that did music zones did it in the thirdperson BP which I really want to avoid. Thank you for this video btw!
@@TheSoundFXGuy How would you bypass the "get parameter interface"?
@@freddie_graham In updated versions of Unreal Engine 5 the Get Parameter Interface node has actually been removed. I have a video on this as well. th-cam.com/video/n3bLdYgTI0A/w-d-xo.html
Thank you for the metasound tutorial. But there is no send trigger. Did it change with the update? I'd appreciate it if you could let me know what has changed.
You are correct, the 'Send' trigger is no longer in the new update. If you check out the video I did on controlling MetaSounds with blueprints (th-cam.com/video/dkw2i4LWbG4/w-d-xo.html) at 3:53 in that video (don't click on the time, it'll send you to that time in THIS video and not that one) you can see how I set it all up in one single MetaSound instead of using multiples. Keep in mind both of these videos were done before the full release so "Get Parameter Interface" is now also gone and can be bypassed.
@@TheSoundFXGuy So how do I do it with the example?
@@GrutchGold I have each music section in a wave player and set to loop. I’m then using trigger boxes to uncheck the loop Boolean on the wave player and then on finished pin connected to the play pin on the next wave player. So basically the first section loops until I tell it to stop looping and then it seamlessly transitions into the next part.
@@TheSoundFXGuy It's my first time, so the meta sound is so difficult. Can you show it with a screenshot?
@@GrutchGold If you're on Discord, there's a link to my server in the video description. If you join, shoot me a DM and I can try to throw together a quick little video for you.
Would it be hard to do the following ?
You are outside: Relaxed music.
You enter a spooky castle: spooky music starts playing.
When you leave the castle, the relaxed music will be playing again ...
It really depends on how you want to set it up. If both music pieces are loops then you would want to set up crossfades so it's not a harsh transition. The best way to do this would be to use timelines to push and pop sound mix modifiers. Otherwise your tracks will start from the beginning each time they're called.
i dont know where metasounds are i cant find them
You have to enable the plug-in first. You’ll find the plug-in menu under the edit menu. Once enabled, you’ll need to restart the engine.