The Last of Us Part 2: Breathing System | Quartz + UE4
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- เผยแพร่เมื่อ 25 ส.ค. 2024
- An update on the Breathing System, modelled on breathing a heartbeat system used in The Last of Us 2.
In this video we use Unreal Engine's Quartz to play sounds, treating our Beats Per Minute like a heartbeat. We set up the Breathing System on the Player Character BP and look at how it behaves in the game as the Character responds to their environment. We also look at an NPC using the same System, cycling through States based on its own behaviour and interaction with the Player.
References:
Music by Valkyrie Sound
I just came across this video and I can't stop watching it... it doesn't go with anything cuz I haven't seen the first part 😂 but I just love the way you explain and show things even though your graph is already made, and your voice is super clear and easy to follow
Thank you very much! :'D There is no Part 1! The game is called dah dah dah dah dah... Part 2 :'D
you're awesome guys! Keep moving
Thank you!
very nice tutorial, deep detailed, a gold youtube tutorial mine.
Thank you very much ;) Many more golden nuggets to come :') (At least, I hope they'll be golden!)
Sounds like a good idea
Seems to be effective so far! :)
Hey Great tutorial! I'm really excited to discover this.. not many videos on complex breathing systems. Everything seems to be working fine but the actual sound cue after state change does not play Ingame. The "SoundToPlay" variable is changing. This is using a beat of 4 because any other number messes the sounds up. Is this because of my sound components? I'm using actual breathing loop sounds. Best regards and thank you!
Nice! This detail is really great!
Thanks :)
for long queues i had to use many "and" & "or" integers to lock the next layer on beat which makes sense
Hm, it could probably be more robust, yeah!
This looks great btw this is more like a dev vlog then tutorial ? Do you have any plans for tutorials on this or maybe even release of the project files I would really love to have a system like this in my survival third person horror game.
Haha I thought the first one was more vlog-like and this one was more like a tutorial :') The system isn't quite finished yet. Right now it needs better breathing recordings and I'll need to test how they behave transitioning between states. I think the Quartz part will need some fine-tuning as well.
Great videos! the sound is only quiet. do boldly for TH-cam -0.50 decibels
I just realised this as well. The irony...
I get this error when i press play and i can't find out why.
"Blueprint Runtime Error: "Accessed None trying to read property Clock Handle". Blueprint: MainCharacter Function: Execute Ubergraph Main Character Graph: EventGraph Node: Set Beats Per Minute"
"Blueprint Runtime Error: "Accessed None trying to read property Clock Handle". Blueprint: MainCharacter Function: Execute Ubergraph Main Character Graph: EventGraph Node: Subscribe to Quantization Event"
Hmm, this is a bit of a guess: did you promote the blue output pin of the Create New Clock node to a variable and then set it (1:59)? If you didn't, or if it's not hooked up to the Set Beats Per Minute node that might explain this error. Same also for the Subscribe to Q Event node - is the clock variable being called by that node? Hope that helps!
Had the same issue... The problem was a name must be given to the Clock when creating it... u cannot leave it as "None"!
Hey procedural sound tutoral plz
Hey, is there any specific type of procedural sound that you're interested in?