MetaSound Interfaces UE5 Preview 1

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  • เผยแพร่เมื่อ 5 ต.ค. 2024
  • In this video, Dan looks at the Spatialization and Attenuation Interfaces, spoofing the 3D attenuation/spatialization system.
    Interfaces open up the MetaSound for more sophisticated designs based on realtime data, in this case information about the sound's relative positioning to the listener/camera.

ความคิดเห็น • 26

  • @joeykaudio
    @joeykaudio 2 ปีที่แล้ว +1

    Super cool. Love seeing these short inspirational videos.

  • @masahiropokoaoki984
    @masahiropokoaoki984 10 หลายเดือนก่อน

    It’s very very cool!!! Thank you so much!!!👏👏👏👏👏👏👏

  • @MattSpendlove
    @MattSpendlove 2 ปีที่แล้ว +1

    Ooh interfaces! I need to catch up from the EA build. Great stuff Dan.. keep ‘em coming.

  • @SoundGuyRoy
    @SoundGuyRoy 2 ปีที่แล้ว

    Please keep opening my brainstem with videos like this.

  • @chriszuko
    @chriszuko 2 ปีที่แล้ว +1

    Amazing!

  • @nightonmars
    @nightonmars 2 ปีที่แล้ว +1

    Thanks Dan, super useful!

  • @eldflaug3770
    @eldflaug3770 2 ปีที่แล้ว +1

    thank you ! :)

  • @TheTripboxer
    @TheTripboxer 2 ปีที่แล้ว +1

    Very cool! Spatialization would be limited to stereo in metasound, right? Rear speaker signals would just fold to the front speakers...
    Still, so cool to have access to those parameters in metasounds. Thanx guys! :-)

    • @DanReynoldsAudio
      @DanReynoldsAudio  2 ปีที่แล้ว +2

      Yes, this would not work in surround. The point wasn't to suggest spatialization in this method, the point was the power of interfaces and getting parameter data like altitudinal angle, etc. to modulate the design.

  • @yufanis
    @yufanis 2 ปีที่แล้ว +1

    Brilliant updates! Where can I add my own metasound interface? I can't find it in bp, so is it done in C++ or DefaultMetaSound.ini?

    • @DanReynoldsAudio
      @DanReynoldsAudio  2 ปีที่แล้ว

      C++ for now, but I hope we'll get to make some first class way of creating MetaSound interfaces without it in the future.

    • @yufanis
      @yufanis 2 ปีที่แล้ว

      @@DanReynoldsAudio Super cool! Just can't wait for the final release! Metasound is turning unreal into a great tool for sonification and spatial audio researches!

  • @itaimatos
    @itaimatos ปีที่แล้ว

    Hey Dan, great Video, thanks again!
    Would you be so kind as to also share the BP you are creating to access different metasound interfaces? are there any other nodes except "set float/trigger parameter"?

    • @DanReynoldsAudio
      @DanReynoldsAudio  ปีที่แล้ว +1

      There is no Blueprint function, the spatialization and attenuation interfaces come from the audio engine.

    • @itaimatos
      @itaimatos ปีที่แล้ว

      @@DanReynoldsAudio Any planes for additional interfaces? A MIDI interface for example?

    • @DanReynoldsAudio
      @DanReynoldsAudio  ปีที่แล้ว +1

      @@itaimatos Hopefully in the future there will be lots of interfaces that feed all kinds of data into MetaSounds!

  • @bylina77
    @bylina77 2 ปีที่แล้ว +1

    Hi Dan, is there possibility to add Mid Side encoding? For instance I want to use stereo loop and closer I get, the side channel gets louder. It has been done in Unity engine with spread parameter.

    • @nightonmars
      @nightonmars 2 ปีที่แล้ว +2

      It's already implemented. search for Midside in the meta graph...

  • @Derek_TK
    @Derek_TK ปีที่แล้ว

    Hi Dan. Great lecture. Thank you.
    Can I get 2 or more ambient(3D) binaural sound from 1 PC at the same time via metasound?
    I want to put 2 virtual mic in map and get sound from different source.
    I can place 2 cinecameraactor and output videos via SDI port or something, but in case of audio, I can't find any solution.

    • @DanReynoldsAudio
      @DanReynoldsAudio  ปีที่แล้ว

      There is only one listener per viewport and only one renderer per client, so there's no easy way to have two listeners with different perspectives on a shared client.

  • @paolosenesi8916
    @paolosenesi8916 2 ปีที่แล้ว

    How do you spatialize a 2D sound without using metasound?

    • @DanReynoldsAudio
      @DanReynoldsAudio  2 ปีที่แล้ว

      Not sure what you mean. If you add Spatialization settings to a sound, it is treated as 3D.
      You could use a Stereo Panning Source Effect if you wanted to control panning, and you can just attenuate volume based on distance with a blueprint script. Is that what you mean?

    • @paolosenesi8916
      @paolosenesi8916 2 ปีที่แล้ว

      @@DanReynoldsAudio thank you for your fast answer. I mean binaural audio, not simple panning right/left and attenuation but same effect you get with ambisonics (up/down and accurate distance binaural localization). How can you fake that effect only with a 2D audio?
      What I want to do is to create a musical environment with mobile playing sources. Is there a good plugin external to Metasound for that? Or do you suggest to experiment in Metasound as you did in the video?

    • @DanReynoldsAudio
      @DanReynoldsAudio  2 ปีที่แล้ว +1

      @@paolosenesi8916 There are plenty of spatialization options available. This demonstration was not meant to encourage people to spatialize inside MetaSounds, it was a proof of concept of how powerful interfaces could be.
      Just use Spatialization normally and pick a spatialization plugin that sounds best for your purposes.

  • @David-wq7jb
    @David-wq7jb 2 ปีที่แล้ว

    Hi Dan, is UE5 preview ready for production? is it safe to update my project? Thanks