UE5 METASOUNDS - MORPHING AUDIO: “Interp To” & “Crossfade” nodes EXPLAINED!

แชร์
ฝัง
  • เผยแพร่เมื่อ 5 ต.ค. 2024

ความคิดเห็น • 9

  • @shahilsaha1746
    @shahilsaha1746 3 หลายเดือนก่อน

    This is what I call a proper explanation!!! Thanks for this one!! Looking forward for more of them

  • @LordBrach
    @LordBrach 4 หลายเดือนก่อน

    Amazing video, can't wait to see more

  • @avikchari
    @avikchari 6 หลายเดือนก่อน +1

    Thanks so much for this tutorial! Works perfectly. Would be very keen to learn your strategy for looping multiple loops in an array, randomly. (i.e. play track 1, then play track 4...etc. seamlessly, and loop the entire sequence.)

  • @JohnTosom
    @JohnTosom 7 หลายเดือนก่อน

    I like the way you explain everything, thanks and keep it going.

  • @olegklaus
    @olegklaus 7 หลายเดือนก่อน

    Very cool! I use something similar with my player character to switch the sound between different surfaces. I used just a mixer with 2 volumes and set one of them to 1 and the other to 0. But your solution is way more sophisticated. I will probably rework my metasound now. Thank you.

  • @huskystudio4810
    @huskystudio4810 7 หลายเดือนก่อน +1

    Hi Brian! Sorry for the off-topic question of the video. But It is very interesting to know your opinion. The UE5 documentation recommends using wav import a sample rate equal to 44100 khz. But won't this be a problem if the project is also designed for consoles with 48000khz support. Will sound oversampling in real time lead to artifacts? And is it to be an additional load on the processor (albeit insignificant)? Is it worth importing 48000 khz at once?

    • @brianmichaelfuller
      @brianmichaelfuller  7 หลายเดือนก่อน +1

      That’s very interesting because I have always used 48k audio files and haven’t had any issues! I wonder if that is old info?

    • @huskystudio4810
      @huskystudio4810 7 หลายเดือนก่อน

      @@brianmichaelfuller So, it turns out that 48K is the probably best way in any case