Reverb Tutorial | Valkyrie Sound UE4 Audio Tutorial

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  • เผยแพร่เมื่อ 5 ต.ค. 2024

ความคิดเห็น • 35

  • @amadhia
    @amadhia 4 ปีที่แล้ว +3

    Thanks so much for this tutorial! It was clear and concise, and I was completely lost as to how to enable ‘verb without your help!

  • @kacperabuda3684
    @kacperabuda3684 3 ปีที่แล้ว +2

    Great video, really helpful as i was struggling for 3 days with manual and forums just to make this reverb work. Also the video was nice to watch because of good video editing and audio quality. Really good work! Hope more people will find Your channel soon because You do a good work and audio related tutorials for unreal engine are really needed.

    • @valkyriesound3888
      @valkyriesound3888  3 ปีที่แล้ว

      Thank you very much, I appreciate that :) I think tutorial channels are slow burn - hopefully more people will find the channel over time!

  • @TorQueMoD
    @TorQueMoD 2 ปีที่แล้ว +1

    Thank you for this. I was wondering how an engine as advanced as UE4 didn't have DSP effects. Good thing is it does, I just didn't know about them :P

  • @dacanizares
    @dacanizares 3 ปีที่แล้ว +1

    Thanks for the video! Just to note, that I've added to my project /Config/DefaultEngine.ini:
    [Audio]
    UseAudioMixer=true
    And now, I don't need to use the command in the console anymore.

    • @dacanizares
      @dacanizares 3 ปีที่แล้ว +1

      BTW, this also helps with the final build.

    • @valkyriesound3888
      @valkyriesound3888  3 ปีที่แล้ว +1

      Thanks for sharing this - a very good point! Someone else also told me this and I wish I'd known before I'd made the video :) This code and the configuration file location is in the video description. Thanks!

  • @BennyManSUPER
    @BennyManSUPER 3 ปีที่แล้ว

    Your tutorial helps me very well! Thanks a lot!

  • @reecebrauer7289
    @reecebrauer7289 4 ปีที่แล้ว

    love it, cant wait to implement that shortly.

  • @fedorvoronovcomposer
    @fedorvoronovcomposer 2 ปีที่แล้ว +1

    I feel like using audiomiddleware is cutting from UE, not adding to it, like, occlusions for instance, there is a brilliant system in UE, which is unavailable to you, when you are using fmod.

    • @valkyriesound3888
      @valkyriesound3888  ปีที่แล้ว

      Wwise and FMOD are very capable as middleware but of course they're more focused on audio. There are things in Wwise that aren't as easy to do in UE4 or which are missing - audio profiling and routing / bus management spring to mind. I think there's been a push from the audio team at Epic to close that gap between them and Wwise/FMOD but without necessarily duplicating what those alternatives offer.

  • @mhboss8151
    @mhboss8151 4 ปีที่แล้ว

    Thank you for this amazing tutorial

  • @renatoe3417
    @renatoe3417 3 ปีที่แล้ว +1

    This doesnt work for me. my cue still doesnt be affected by de reverb audio volume (cue is inside the volume). When i try to enter that command console the "UsingAudioMixer" extension after au.is doesnt show up.

    • @valkyriesound3888
      @valkyriesound3888  3 ปีที่แล้ว +1

      That might depend on the version you're using. I think Epic fixed this in later versions.
      Have you checked if the line UsingAudioMixer=true is in the configuration file? If you're on Windows, you should find it here: Drive:/.../Epic Games/UE_4.[version]/Engine/Config/Windows/WindowsEngine.ini

  • @galoneo
    @galoneo 2 ปีที่แล้ว

    Great Job!✅ Thanks Man!👍🏻

  • @stormolflak
    @stormolflak 2 ปีที่แล้ว

    Nice

  • @sphangman
    @sphangman 3 ปีที่แล้ว

    Great video thanks. Really appreciate the others you’ve made , especially the one with the fridge to alien isolation rumbles.
    I can get your tutorial to work on 4.25.4 , but it doesn’t work on the newest version 4.26. Even when importing into the new engine versions. Is there something that needs to be altered when you upgrade ? Thanks !

    • @valkyriesound3888
      @valkyriesound3888  3 ปีที่แล้ว

      Thanks! :) But that is odd... Have you updated the config file for 4.26?
      Find this: Drive:/Epic Games/UE_4.[version]/Engine/Config/Windows/WindowsEngine.ini
      And add this:
      [Audio]
      UseAudioMixer=true

    • @sphangman
      @sphangman 3 ปีที่แล้ว

      @@valkyriesound3888 hi , yes I was in the process of adding that yesterday when I saw that was already in there. What is weird , is when I put the reverb debug on , it’s not even registering the reverb in world settings when I drop and effect in. Whereas doing the same thing shows the active reverb effect on 4.25 . Utterly baffled.

    • @valkyriesound3888
      @valkyriesound3888  3 ปีที่แล้ว

      @@sphangman that is really weird. I tried adding reverb to a sound cue in a new project and worked ok. Did you say you were migrating the content from 4.25 into 4.26? AFAIK it should work fine that way but I'm wondering if there's a problem with the import... IIRC the Audio Volume has more options in 4.26 so maybe remaking the Volume will fix it?

    • @sphangman
      @sphangman 3 ปีที่แล้ว

      @@valkyriesound3888 it’s bizarre , the engine doesn’t seem to recognise the reverb effect even when you don’t use sound volumes and it’s put directly into the world settings.

    • @valkyriesound3888
      @valkyriesound3888  3 ปีที่แล้ว

      @@sphangman Hmm, what do you mean by not using sound volumes? Could you try making a new sound cue and apply an attenuation to it then drop it in the map and place an audio volume in that space. If you walk your player character into the volume it should work.
      If not, there might be a bigger issue here so I'd suggest checking on the forums or the Answers page I'm afraid :/

  • @tmoblak
    @tmoblak 2 ปีที่แล้ว

    i have a question. what if i set everything up, exactly like you did - and i got no change in reverb whatsoever? i can change time of reverb to 10 seconds if i want - i ALWAYS hear a very short and unusable reverb. do i have to mess with attenuation settings? the logic in this is just so chaotic and frustrating.. also - is this kind of audioVolume + reverb effect usable for steps of character, that are played as sound cue in char animation (notifies - steps) ? because its not working for me. do i have to setup a trigger box with onenterstartoverlap stuff for this to be working?... thank you!

    • @valkyriesound3888
      @valkyriesound3888  2 ปีที่แล้ว

      Hmm, that's a bit strange tbh! If you're definitely hearing some reverb then it should update when you're changing the values. Are you changing the duration in one reverb file and restarting play? (I'm not sure it'll update values during a play session.) For the animation bit - the reverb will be triggered based on listener location. If the listener is inside the audio volume and reverb is active (ticked) then you should hear it... You don't need a trigger box specifically for reverb - just the audio volume :)