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

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  • เผยแพร่เมื่อ 9 ก.พ. 2025

ความคิดเห็น • 9

  • @williamhorslund6623
    @williamhorslund6623 ปีที่แล้ว

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

    • @brianmichaelfuller
      @brianmichaelfuller  ปีที่แล้ว +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!

  • @TheSoundFXGuy
    @TheSoundFXGuy ปีที่แล้ว +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  ปีที่แล้ว +1

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

  • @AaronGallant
    @AaronGallant ปีที่แล้ว

    Great video, keep it up!

  • @dracofells5390
    @dracofells5390 7 หลายเดือนก่อน

    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  7 หลายเดือนก่อน +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 7 หลายเดือนก่อน

      @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!