Variables: Unlock the Power of Interactive Music in UE5 Metasounds

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  • เผยแพร่เมื่อ 4 ก.ค. 2024
  • Variables: Unlock the Power of Interactive Music in UE5 Metasounds
    In this tutorial, we dive into the fascinating world of Metasounds in Unreal Engine 5, and how Variables can be harnessed to create dynamic and immersive interactive music experiences for your games. Whether you're a seasoned developer or just starting out, this video will guide you through the essential steps and concepts needed to take your game's audio to the next level.
    www.buymeacoffee.com/fullertime
    #unrealengine5 #metasounds #gameaudio #generativemusic #gamedevelopment #tutorial #variables
    - Understanding the Role of Variables in Interactive Music
    - Hands-on Examples and Practical Use Cases
    - Tips and Best Practices for Optimal Sound Design
    Join us on this musical journey as we explore the innovative possibilities that Unreal Engine 5 has to offer for game developers and sound designers. Don't miss out on this opportunity to level up your audio game!
    Like, share, and subscribe for more exciting Unreal Engine 5 tutorials and game development insights! Leave your questions and comments below; we're here to help you bring your game's audio to life.
    00:00 Introduction
    00:48 Demonstration
    02:50 Start From scratch
    05:23 Assigning Wave Assets
    07:35 Creating Variables
    09:17 Feeding Variables with Inputs
    11:47 Why Use Variables?
    13:52 Putting It All Together
    15:22 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

  • @derekepperson2448
    @derekepperson2448 3 หลายเดือนก่อน

    incredible explanations dude, great video 👏👏

  • @garaughty
    @garaughty 8 หลายเดือนก่อน

    Lovely work on this Brian !

  • @cristobalthompson2932
    @cristobalthompson2932 7 หลายเดือนก่อน

    I just discovered your channel, I want to add some music to a game im creating, all have to watch all your videos. Thanks for sharing!!

  • @nathan.rodrigues
    @nathan.rodrigues 8 หลายเดือนก่อน

    I've been digging your videos, and this was cool to watch.
    Do you see a lot of video game composers being hands-on with Metasounds and other audio engines? Or are these audio engines and their applications primarily used by game audio programmers and sound designers? I'm asking because I'm a media composer who is unfamiliar with the world of video game music, and I'm trying to get a sense of what skills I should hone.

    • @brianmichaelfuller
      @brianmichaelfuller  8 หลายเดือนก่อน +2

      I would advise any composer that is interested in game music to learn Unreal Engine. Not only does it open your mind to techniques that can maximize your writing, it also adds value to your portfolio in an ever changing and highly competitive market. Also, there is a lot more money, on average, in the field of game development than there is in music composing. With the exception of the top 1% of course. Why not do both if you can?

  • @sirrebelpaulc3439
    @sirrebelpaulc3439 7 หลายเดือนก่อน

    Hey Brian! This video was very helpful.
    I'm currently working on a project where I want the 'variable input settings' to change when the player collides with trigger boxes. I have a prevailing hip-hop beat in my game and I want to have it so different instruments and channels come in and out depending on where the player is. I was intending to have all the parts play together but using the 'variable input settings' to mute and unmute the variables by colliding with trigger boxes. I saw the Wild West video where you had the music change depending on the players altitude, it's really similar to what I'm doing but horizontally based on areas rather than altitude. How do I do that? Can you make a video about how to make BP's that can change the variables with the 'variable input settings'? Or if you made one already, which video?

    • @brianmichaelfuller
      @brianmichaelfuller  7 หลายเดือนก่อน +1

      This is easily doable!! You simply program the trigger box to send “set Boolean parameter” to your MetaSound. Inside the MetaSound, the Boolean’s would control which stems to play.I’ll see if I can throw something together for this!

    • @sirrebelpaulc3439
      @sirrebelpaulc3439 7 หลายเดือนก่อน

      @@brianmichaelfuller This would be incredible, thank you! This is for a university project so I'd be sure to reference your videos I use for research.