Creative Composing: Making Procedural Music with UE5 and MetaSounds | GameSoundCon 2023
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- เผยแพร่เมื่อ 26 ส.ค. 2024
- Dive into three examples of procedural music made with Unreal Engine 5 and MetaSounds in this recording from GameSoundCon 2023.
In this video, we explore the creative process and techniques employed for three different procedural music and art compositions created with Unreal Engine 5 and MetaSounds.
MetaSounds is Unreal Engine’s high-performance audio system that provides audio designers with complete control over a Digital Signal Processing (DSP) graph for the generation of sound sources.
To find out more, check out the documentation: docs.unrealeng...
Want to listen to more Unreal Engine talks from GameSoundCon 2023? Visit this playlist: • GameSoundCon 2023
#ProceduralMusic, #MetaSounds, #GameSoundCon, #AudioSystem
thanks for sharing my talk! 🥂 it's an exciting time for interactive and procedural music-it's crazy to me how good of a tool Unreal is all of a sudden, and how many possibilities it opens up having all of the new UE audio features integrated into the rest of the engine.
these were just three small personal projects, but this year i'm working on a bunch of bigger things (including this: th-cam.com/video/-Cc3InchTTM/w-d-xo.html), and i plan to speak more about these projects, procedural music, and composing very soon
this is pretty neat.
just being able to create a simple background music loop will not only save tons of time, but also enhance the game by a lot. but when you can pair it with a reactive sound system that adjusts the pacing and tones according to situation, this becomes a literal game changer.
I love the audience in the room XD
This is amazing! It’d be greaf if we could look at the project or at least details of the graphs.
Fantastic stuff man!!!
Im currently realizing, or realizing again, that it is kinda ironic: We have all these procedural tools, for visuals and audio, and what we do is, try to fight their inherent robotic outcome by humanizing them, "get rid of the proceduralism". Right now watching your talk (and working with procedural texturing and modeling tools as a visual artist myself) the question arises for me of why not going human in the first place and fight that problem at the root before it even starts to become one 😅. That said, I'm pretty excited about what Meta Sounds offer in terms of dynamism in regards to gameplay and state changes. Also looking forward to using PCG. But these are important points made here in this talk, as people tend to forget that procedurality is just a tool to get to a goal, not to be used as an "as is" shortcut to embrace the cold digitalism.
Well, its all about outputting quality content faster. Unlimited music at human quality that is created quickly, that's powerful.
It’s pretty wild to not credit the speaker anywhere. You can fix it today!
Thank you
Make WebGPU support
At least make it considering in forward looking section of roadmap
desde República Dominicana saludos
❤❤❤❤
This would be good for generating stuff like house, krautrock, or basically any genre that is pretty repetitive and only has subtle changes. Maybe worth a try. As cool as the 11/16 time measure Steve Reich stuff is, I think it kinda furthers the bad look of "generative music" so I think someone's gotta show how you can make straightforward music with this stuff. It gets too tech-art-nerd-y too quick otherwise. Also, would it kill you guys to upload a video at better quality than 1080p? I can barely read the nodes on his screen bc of this piss poor video quality.
Can you optimize your audio algorithm and processing process? The function do exist in there, but the effect is really not good(MetaSound pitch change without stretch mode,it's resample; EQ algorithm bad, waveform edit algorithm bad, especially fade in&out curve😭etc.), and the links between your various audio system components is too abstract.😭integrity is weak
I am not much into audio myself. So I am curious what about the algorithm the waveform sound editor uses is bad? I always felt it's fine when I had to trim imported audio files but I don't really have a point of comparison.
You can try fade in&fade out wave edit fuction in any Daw, such as FL Studio or Ableton Live or Reaper, or middleware like fmod, when you done in these software, try to reach same effect using ue5. But it's better than nothing, when edit some sounds that are not important and no fine tuning required, this is handy@@kettenotter
Also known as Modular Synth music 😂 good talk 🎉
Ok, but most of the music presented here sounds like trash.