Dynamic Submix Sends Using AudioVolumes (UE4.26)

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  • เผยแพร่เมื่อ 16 ก.ค. 2024
  • Demonstration video showing how to use dynamic Submix sends with Audio Volumes, new in Unreal Engine 4.26. This demo is using UE4.26 Preview 7.

ความคิดเห็น • 18

  • @RussianPunchProductions
    @RussianPunchProductions 3 ปีที่แล้ว +7

    this is really, really cool.
    thank you dan for being the prime source for all the new UE audio tech!

    • @DanReynoldsAudio
      @DanReynoldsAudio  3 ปีที่แล้ว +2

      For sure! Trying to get the info out there as soon as possible so people can dig in!

  • @adamblock1
    @adamblock1 3 ปีที่แล้ว +1

    This is my favorite feature to date. Thanks for the video!

  • @Xperto_
    @Xperto_ 3 ปีที่แล้ว +2

    I like that there's no need to use c++ or BP for this

    • @DanReynoldsAudio
      @DanReynoldsAudio  3 ปีที่แล้ว +2

      Totally! It's a super convenient way to manage Submix Effects and the dynamic Sends are super intuitive when you think about volumes and spaces.

  • @marcoieraci
    @marcoieraci 2 ปีที่แล้ว +1

    i cant find sumbix. it doesnt give me any option

  • @diffraction163
    @diffraction163 3 ปีที่แล้ว +1

    you said ue4 is not a daw not long ago. it got impulse responses? thats awesome :D

  • @craigowen511
    @craigowen511 2 ปีที่แล้ว

    Hi Dan, thanks for the Video. There are two Problems however with the current system perhaps you can help me?
    1. The Reverb is not spatialised so when I am trying to do source based reverb e.g. an enemy player in a building. The reverb is still 2D which mean it sound like I am also in the area that the enemy is in. It also muddies the mix and can be confusing for player as the reflections sound like they are coming form the opposite direction.
    2. I agree with Carsten, and your reply to him is exactly the problem. I use occlusion settings for important moving objects such as AI. But if I have to select apply ambient volumes the settings I have used for ambient wind loops etc. also affects the creatures. so normally running through a door would just duck the ambiences but now because i want to use sourced based reverb on my AI I also have to apply the ducking affect to their sound classes. Are there any ways around these two problems?
    I know when I use a source effect it get spatialised with attenuation so there must be a way to route the the source bus also through the directionality of the attenuation as well. additionally if the attenuation is inside the audio volume it should get that source bus setting independent of sound class which is linked to "apply ambient volumes."

    • @DanReynoldsAudio
      @DanReynoldsAudio  2 ปีที่แล้ว +1

      One thing I've found helpful is using a Mono-to-Stereo convolution reverb setting as it generally only excites the channels the dry audio excites and there's no cross-talk between the channels. It does help give the impression of a location for the reverberation that I've found useful on spatialized sources.
      The main problem is Audio Volumes suck. They just aren't very useful and the "apply audio volumes" setting on Sound Classes also sucks.
      What we're looking at is actually replacing Audio Volumes with a modular/expandable volume that will allow a more robust future for doing cool shit like adding source buses to an audio volume to simulate reverb from sounds in that volume, etc.
      Something to look forward to on the UE5 road map, for sure.

    • @craigowen511
      @craigowen511 2 ปีที่แล้ว +1

      @@DanReynoldsAudio Hi Dan I just used a mono convolution reverb at it works much better thanks !!!
      I was hoping to use the cheaper built in reverb, would be great if that could be an option in the future

    • @DanReynoldsAudio
      @DanReynoldsAudio  2 ปีที่แล้ว

      @@craigowen511 The reverb effect just needs to be ported over to a Source Effect. Then you can add it to Source Buses. But reverb is a pretty expensive effect, so you definitely want to treat it as a group effect and not something you put on every source.

  • @ning487
    @ning487 3 ปีที่แล้ว

    Is it possible for this to work with different priorities in the overlapping audio volumes?

    • @DanReynoldsAudio
      @DanReynoldsAudio  3 ปีที่แล้ว +1

      I think it will use the Priority System just like the Ambient Zone system--I believe it was added next to that system in the code to replicate the conditions and paths.

  • @renatoe3417
    @renatoe3417 3 ปีที่แล้ว

    Can you tell me an specific game situation example to use this? any situation with the character being on a building, house, cave, etc

    • @DanReynoldsAudio
      @DanReynoldsAudio  3 ปีที่แล้ว +1

      Let's say you had a magic bubble zone and when any sounds from inside that magic bubble zone have a weird sound processing on it, except when you are inside the magic bubble.

  • @IgraphyRupage
    @IgraphyRupage 2 ปีที่แล้ว

    Is there option to play sound by channel (left/right)? I need it for some vr project. Thanks in advance

    • @DanReynoldsAudio
      @DanReynoldsAudio  2 ปีที่แล้ว +1

      If it's a stereo sound, you can use the Stereo Panner Source Effect to pan it manually.

    • @IgraphyRupage
      @IgraphyRupage 2 ปีที่แล้ว

      @@DanReynoldsAudio thanks! I'll try it