UNREAL ENGINE 5: Your First QUARTZ Clock! Perfect Audio Syncing Every Time.
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- เผยแพร่เมื่อ 16 ก.ค. 2024
- In this Video I show you how to make your first QUARTZ clock inside the Unreal Engine 5.3
Quartz, is the way that Unreal allows you to play perfectly “quantized” or synced frame accurate audio within the Metasound ecosystem. It is an advanced metronome system that gives you the power to “schedule” audio events on the Audio Render Thread independently of the game thread thus ensuring perfect audio lock.
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.
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00:00 Introduction
00:54 Quartz Subsystem
01:03 Create New Clock
01:15 Set Meter
01:36 Set BPM Tempo
02:01 Create Variable Reference
03:05 Start Clock
03:40 Subscribe To Quantization Event
04:10 Create Custom Event Delegate
05:35 Pull in Audio and Get References
06:06 Play Quantized
07:47 Use QWERTY to Trigger Audio File Quantized
09:32 Other Cool Features Worth Exploring
10:30 Conclusion
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Great stuff - waiting with bated breath for the deep dive video!
Love your videos, great job, thanks!
Awesome tutorial, thanks a lot 👌
You're great, thanks for this videos
In the followup, could you please make a well explained example of how to do the modulus for the remainder of beat that goes into the multiplyer on the play quantized node. (Preferably something like 8 or 16th notes)
I know Dan has a tutorial on quartz but he never truly explains the modulus part he uses, which is important for making a descent timing system.
That sounds interesting. I’m not sure I’ve seen that video from Dan. I’ll have to check it out and see what he’s doing.
curious on your opinion / take on the differnce in using Quartz vs using trigger repeats and keeping track of tempo/bpm/etc inside of metasounds vs this?
seems that you could in theory do either or but im not sure if im missing a benefit/con to one or the other for this purpose of syncing up gameplay with music/tempo/bpm
That’s a great question! For a specific MetaSound, absolutely you handle all of the audio logic and scripting inside it. Where Quartz comes in, is when you need to trigger a completely independent audio file at a different time of another audio file that may already be playing, but you want them to be perfectly synced up. Quartz is the only way to do this. Also, it does allow you to script other game logic in the blueprint that can sync up with audio events(although not perfectly frame accurate because they would be back on the game thread) but very close to perfect.
ahhh, makes perfect sense. currently my work around for this was to have multiple mSPs in 1 metasound and have them all getting fed a trigger repeat but w a closed gate/trigger one and the each can be triggered by a gameplay event to change the song, or progress the music and that intial on play is what has "set" my world bpm so that any changes/additions will start on that same trigger repeat/beat cycle. but quartz seems to make it so that i would be even another step ahead, giving me 1 overal cllock to then start any metasound vs shoving it all into one and jimmy rigging it to work on beat. might have to attempt a small example to see if it there's any pros/cons to that.@@brianmichaelfuller