Sound Concurrency | Unreal Engine

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  • เผยแพร่เมื่อ 9 ก.พ. 2025
  • Sound Concurrency | Unreal Engine
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ความคิดเห็น • 13

  • @coalescence
    @coalescence หลายเดือนก่อน

    This was a fantastic video on demonstrating sound concurrency. thank you !

  • @JohnTosom
    @JohnTosom 6 หลายเดือนก่อน +2

    So funny when you go back and show 99 NPC's. It's really good how you explained the sound concurrency, helps a lot. Thanks.

  • @noname2031-w5r
    @noname2031-w5r 6 หลายเดือนก่อน +3

    My favorite sound guy!

  • @vladdimitrov819
    @vladdimitrov819 5 หลายเดือนก่อน +2

    Would you consider doing a general video on how to set up foley for character movement? Like jacket, pants and backpack sounds while walking/running? It'd be really interesting to see how you mix that and set up the concurrency and all that!

  • @badxstudio
    @badxstudio 5 หลายเดือนก่อน +1

    Brother your videos on metasounds are absolutely banger! We'd love to get in touch!! What's the best way???

  • @StefanJann
    @StefanJann 6 หลายเดือนก่อน +1

    Thank you.

  • @ShapeNoise
    @ShapeNoise 6 หลายเดือนก่อน +1

    This is good stuff, thanks for sharing! 🤖

  • @jmiller6676
    @jmiller6676 6 หลายเดือนก่อน +1

    Thanks guy!

  • @seans8479
    @seans8479 6 หลายเดือนก่อน

    Oh a channel focused on sound for Unreal engine! Subbed/Bell forsure!
    Question for ya, when looking at your backlog I couldn't find a certain topic, I could have missed it so I figured I'd ask: Do you have any videos on how to take the data from a wav file, specifically the beat, for rhythm games? I've never made one, but was thinking of tackling them for an upcoming game jam. That 1 piece of the puzzle is missing in my head.

  • @Dankfrankest
    @Dankfrankest 6 หลายเดือนก่อน

    I have a slightly unrelated question that you might've answered in another video (I'm not sure). I'm using a repeating metasound for automatic weapon fire, but having trouble with the audio restarting and cutting off the tail if I play it before the tail has fully played out. Should I be using a more traditional pattern that splits the initial attack sound and tail into two assets, or is there a handy way that you know of that will prevent the stopping and re-starting of the audio?

  • @a.l.murkar6425
    @a.l.murkar6425 5 หลายเดือนก่อน +1

    So if you didn't copy the SCC and instead applied the same one to BOTH sound cues, would it limit both footsteps and machine guns to 4 channels? Or would it limit both separately to a total of 8? (i.e. does the SCC file group separate cue actors to the same channel limit?)

    • @TheSoundFXGuy
      @TheSoundFXGuy  5 หลายเดือนก่อน

      Any sounds that the one SCC is on will all have to follow the parameters as a group. So if you have a SoundCue/MetaSound for footsteps, one for gun shots, and one for explosions and you make a SCC that has a voice limit of 1 on it and applied that same SCC to all three sounds, you'd only hear one of them at a time based on the SCC parameters.

    • @a.l.murkar6425
      @a.l.murkar6425 5 หลายเดือนก่อน

      @@TheSoundFXGuy ah ok, great!