UE5 Metasounds: The Music Arranging Node - It Will Have You Triggered!

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  • เผยแพร่เมื่อ 4 ก.ค. 2024
  • The power of the #unrealengine5 and #metasounds lies in the ability to craft and create extremely accurate and complex musical ideas, arrangements and soundscapes that adapt to player action and random or generative situations. However, breaking into this concept can be a little over whelming.
    One way to help conceptualize the power of Metasounds is within the concept of the "Trigger" and more specifically the "Trigger Repeat Node". After all, music is just a bunch of audio things happening at a specific time and specific volumes.
    In this video, I will show you the basics of understanding why this concept is so important and how it will help you unlock your creative visions for more complex music systems inside the unreal Engine. We will combine Repeat Triggers, Trigger Filters, Trigger Counters and Do Once nodes to seamlessly and effortlessly arrange musical happenings based on game play. In this simple example, I will set up logic to trigger a perfectly timed musical end riser.
    Don't underestimate the power of it's simplicity!
    Enjoy
    #unrealengine5 #metasounds #synthesis #gameaudio #metasoundsbasics #gamemusic
    00:00 Intro
    1:53 To Loop Or Not To Loop
    2:44 Metasound Walk-Through
    5:15 BPM Variables
    6:14 Trigger Gate Flow
    9:57 Begin The End
    11:48 Ending Demo
    12:57 Implementing Into Game
    13:48 Expanding The Concept
    14:35 Conclusion
    ******
    My Website:
    www.fullertime.com
    *****
    I am an audio designer, media composer and sound designer for Film, TV, Media and Video Games.
    C++ Entry Level Certified Programmer and WWISE Certified.
    Hear some of my work on major TV Networks all over the globe. Featured on networks such as BBC, Fox, CBS, MTV, E!, Spike, Showtime, OWN, BET, France 5, ProSieben Maxx, RTL 5, Nickelodeon, History, Discovery, Animal Planet, and A&E.
    Highlights include A&E’s Emmy Award Winning “Born This Way” as well as NFL’s Super Bowl 55 on CBS which was broadcast in 180 countries and was seen by 96.4 million people-including out-of-home viewers-across all platforms, including CBS, CBS Sports and NFL digital properties, Verizon Media mobile properties, and ESPN Deportes TV and digital properties.
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ความคิดเห็น • 9

  • @TheSoundFXGuy
    @TheSoundFXGuy 8 หลายเดือนก่อน +1

    Great advice (as always). The awesome thing about the trigger repeat vs trusting the loop is with a loop you're at the mercy of the audio asset being tailed sample perfect. Any deviation in samples at the end would compound over time causing your music to become out of sync. With the trigger repeat it doesn't matter. That drum loop could have had 20 seconds of silence at the end but you're restarting it on your own terms.

    • @brianmichaelfuller
      @brianmichaelfuller  8 หลายเดือนก่อน +1

      So true!! Also you can clip musical endings that are there if and when you need them but gets cut if you retrigger

  • @williamhorslund6623
    @williamhorslund6623 9 หลายเดือนก่อน

    Exactly what I needed today :D
    Awesome and thorough explanation. Thanks, man!

    • @brianmichaelfuller
      @brianmichaelfuller  9 หลายเดือนก่อน +1

      Awesome man!!! Glad to hear that. I’ve got some more videos coming that will expand on this concept dramatically. Thanks for your support!

  • @AaronGallant
    @AaronGallant 9 หลายเดือนก่อน

    Great video, keep it up!

    • @brianmichaelfuller
      @brianmichaelfuller  9 หลายเดือนก่อน +1

      Thanks dude! Let's get lunch soon!!!

  • @dracofells5390
    @dracofells5390 6 วันที่ผ่านมา

    What are key differences between this and using something like the Quartz system and it's clocks?
    I'm trying to create a "singing monsters" like system so I imagine quartz is better for the ability to subscribe to individual beat events and such, but as far as prototyping sounds and how they blend are there any downsides to this?
    I guess I'm struggling to see what this does differently from quartz and if quarts should even be used at all? Can I not use this in blueprints as well?

    • @brianmichaelfuller
      @brianmichaelfuller  6 วันที่ผ่านมา +1

      Check out my videos on Quartz if you haven’t. Quartz is for syncing external audio with each other. If everything is contained inside one MetaSound you don’t need Quartz. But the moment you want to sync 2 or more individual audio sources, that are triggered at different times, you need Quartz to sync them up

    • @dracofells5390
      @dracofells5390 6 วันที่ผ่านมา

      @brianmichaelfuller Thank you super fast response, and that makes since, new to the sound design aspect rn but I just need to play with it It seems.
      Few more things:
      1. Any tutorials on how one might adjust a loop to match bpm by chance?
      2. I'd also love your opinion on which you would start with. If you aren't familiar My Singing Monsters is a game where the player gets monsters that all sing at the same bpm, but have different parts, with each monster adding different layers to the music with their own loops.
      From what it sounds like quartz is the best for dynamically added audio at runtime, but i feel like you could set it up using variables for the audio files and triggers.
      3. You're amazing for these tutorials. Seriously, they're high quality, and the amount of content you've gone over is stellar. I'm not a sound designer at all, but I at least feel confident I can learn how to use the tools Unreal has purely because your channel as of now. Thank you so much and have a great day!