whoa, this is amazing!! I just found out today that you can use UE to procedurally generate sounds and music and now I'm watching lots of videos to get a better understanding of the process. You definitely achieved some super aesthetic results! Thanks a buch for the inspiration and for sharing your knowledge 🙂
I managed to make some stuff with MetaSound but it feel so much counter-productive as a composer. Plus, I struggled a lot to find good documentation on the subject. So frustrating... ! Yet, I hoppe i'll find my way with your channel, thanks for sharing your work !
I wrote an articel abut the development of my procedural, interactive music album in the Unreal Engine. Maybe that´s interesting for you... dev.epicgames.com/community/learning/tutorials/G3pj/unreal-engine-sonic-lifeforms-developing-an-interactive-procedural-music-album-with-blueprints-and-metasounds
Thank you so much, Michael. I´m pretty sure I know your name from somewhere... Did you write a book on the topic? Anyway, thank you for your nice comment!
@@TheTripboxer No books yet 😅. My past activity has been mostly in electronic music, and online with Max for Live, TouchDesigner and Unreal Engine. Currently based in Montréal. Feel free to send a DM if you'd like and we could exchange emails. Take care and thanks for the videos!
It's really amazing. But for beginners it's overstressing to know which node does what and what other nodes are available to add more effects. If I do a mix with simple and basic nodes then it's high chance that I'm missing out on some very powerful potential sfx that I could achieve with advanced nodes
This is soo cool!! Thank you so much for showing this in so much detail. Is it possible to explain the way you randomize the layers in the Blueprint? You didn't show that in your video and the nodes were collapsed.
Glad you like it, thanx! I talked about the randomizer concepts at Unreal Fest last year: th-cam.com/video/GFvR1v5smpY/w-d-xo.htmlsi=qYj88CMJwDNzTw7I maybe this helps... :-)
Yeah that's more like it 👍 It's very similar than to build it with Fmod nested events but in Ue5 with blueprint hh but it seems very flexible and better to visualise what's going one 👍 Only thing I don't like is that there is is no preview timeline
This is great - is it possible to asign the whole folder - for example "Ambien" folder to be loaded automatically for one of the layers. Cause now, I see that you manually referenced the files
@@ignacioignacio Ah ok. Sorry, no. I just uploaded this for fun. And I think about putting an extended version with music packs of this on the marketplace when UE5 is officially released.
I can't seem to find the Get Parameter Interface....was it removed? Seems things have changed drastically as far as setting these variables from blueprint.
@@TheTripboxer For me it shows standard float numbers. It is a slider but it doesn't look like a slider. I mean the look of your sliders. They have a proper UI look. I just tested it again just to be sure I wasn't going crazy.
@@TheTripboxer Is just that I see two types of float sliders. The regulars I always see in UE which are these th-cam.com/video/ZzJVxxDn_f4/w-d-xo.html and then these other th-cam.com/video/ZzJVxxDn_f4/w-d-xo.html that look like actual faders where you can see the slider level. Maybe that's because they have a value limit or something? I just don't remember having seen them like that. Not really important just out of curiosity.
Just one more thing , you know good resource tutorials on MetaSound, I am starting with Unreal Engine for audio, and UE 5 seems the way to go to start learning?
Hi Laurent! Almost possible in UE4. I had something very similar in UE4. You´d have to use SoundCues instead of MetaSounds. The delay FX and the Filtering is much easier in UE5 with Metasounds. Everything else is no problem in UE4...
@@tarekwayne9193 I was actually serious. I'm a game developer and I don't wanna learn and spend time composing sounds. I just want to download prerecorded sounds and effects and then program them in Unreal.
whoa, this is amazing!!
I just found out today that you can use UE to procedurally generate sounds and music and now I'm watching lots of videos to get a better understanding of the process.
You definitely achieved some super aesthetic results! Thanks a buch for the inspiration and for sharing your knowledge 🙂
Thanx! :-)
Looks like a great tool for dynamic OSTs
Beautiful, thank you very much for sharing! I hope you make more of this, all the best.
😊🙏
I managed to make some stuff with MetaSound but it feel so much counter-productive as a composer. Plus, I struggled a lot to find good documentation on the subject. So frustrating... !
Yet, I hoppe i'll find my way with your channel, thanks for sharing your work !
I wrote an articel abut the development of my procedural, interactive music album in the Unreal Engine. Maybe that´s interesting for you...
dev.epicgames.com/community/learning/tutorials/G3pj/unreal-engine-sonic-lifeforms-developing-an-interactive-procedural-music-album-with-blueprints-and-metasounds
Great work. The result you've created is an awesome reference to work from. Can't wait to see what else you create.
Thank you so much, Michael. I´m pretty sure I know your name from somewhere... Did you write a book on the topic? Anyway, thank you for your nice comment!
@@TheTripboxer No books yet 😅. My past activity has been mostly in electronic music, and online with Max for Live, TouchDesigner and Unreal Engine. Currently based in Montréal. Feel free to send a DM if you'd like and we could exchange emails. Take care and thanks for the videos!
@@michaelgarydean Don´t know how to send a DM here on TH-cam... Sent you a friend request on FB (Michael Mitch Doerfler) :-)
Jesus chris this is brilliant!! Thank you SO much for sharing!! ❤️
It's really amazing. But for beginners it's overstressing to know which node does what and what other nodes are available to add more effects. If I do a mix with simple and basic nodes then it's high chance that I'm missing out on some very powerful potential sfx that I could achieve with advanced nodes
So powerful, I am beyond words... Well done sub-earned!
Thank you for sharing! It is a great approach
thanx! :)
Fascinating stuff, thank you for posting!
What an Amazing showcase. But i cant find the switch node in 5.3. Is there anything similar? or just use crossfade ? THANK YOU
Thanx! :-). & yes, just use the crossfade-node in 5.3
Thanks for this video! Can you share a simple example/file?
Insane! My favorite layer is the human breathing track.
Can you zip this and drop a link for educational purposes? plzzzzz
This is soo cool!! Thank you so much for showing this in so much detail. Is it possible to explain the way you randomize the layers in the Blueprint? You didn't show that in your video and the nodes were collapsed.
Glad you like it, thanx! I talked about the randomizer concepts at Unreal Fest last year: th-cam.com/video/GFvR1v5smpY/w-d-xo.htmlsi=qYj88CMJwDNzTw7I maybe this helps... :-)
Yeah that's more like it 👍
It's very similar than to build it with Fmod nested events but in Ue5 with blueprint hh but it seems very flexible and better to visualise what's going one 👍
Only thing I don't like is that there is is no preview timeline
i just started the video but damn the music is awesome!
Brilliant content
This is great - is it possible to asign the whole folder - for example "Ambien" folder to be loaded automatically for one of the layers. Cause now, I see that you manually referenced the files
Hello, great video! Is there a source to the Quartz Setup Blueprint? thks!
What do you mean by "source"?
@@TheTripboxer sorry, I'll rephrase. do you have a patron or similar where we can get access to detailed walkthrough or the project template?
@@ignacioignacio Ah ok. Sorry, no. I just uploaded this for fun. And I think about putting an extended version with music packs of this on the marketplace when UE5 is officially released.
Jesus christ, this is sick!!!
I can't seem to find the Get Parameter Interface....was it removed? Seems things have changed drastically as far as setting these variables from blueprint.
Yeah, they got rid of that. Just pull from the AudioComponent and call "Set Parameter Float" and it should work...
@@TheTripboxer Yeah I figured it out last night, thanks for the response though.
WOWOWOWOW!!!
this is so bad ass
Great stuff. How do you actually have UI sliders on that BP details?
that´s standard behaviour if you have public float variables...:)
@@TheTripboxer For me it shows standard float numbers. It is a slider but it doesn't look like a slider. I mean the look of your sliders. They have a proper UI look. I just tested it again just to be sure I wasn't going crazy.
@@lmbits1047 Hmm, really not sure what you mean. I did nothing special in terms of BP Detaitls UI. It´s just the way it looks in UE5.
@@TheTripboxer Is just that I see two types of float sliders. The regulars I always see in UE which are these th-cam.com/video/ZzJVxxDn_f4/w-d-xo.html and then these other th-cam.com/video/ZzJVxxDn_f4/w-d-xo.html that look like actual faders where you can see the slider level. Maybe that's because they have a value limit or something? I just don't remember having seen them like that. Not really important just out of curiosity.
@@lmbits1047 Ah, ok. Now I know what you mean. You just have to define a "slider range" to get that look...
Just one more thing , you know good resource tutorials on MetaSound, I am starting with Unreal Engine for audio, and UE 5 seems the way to go to start learning?
Try "Dan Reynolds Audio" - TH-camChannel... But MetaSounds are just one part of Audio in Unreal....
@@TheTripboxer OK great, that's what I thought as well, the logic remains the same and blueprints will still be needed.
Hi, great video, is it possible to achieve the same results with UE4 ?
Hi Laurent! Almost possible in UE4. I had something very similar in UE4. You´d have to use SoundCues instead of MetaSounds. The delay FX and the Filtering is much easier in UE5 with Metasounds. Everything else is no problem in UE4...
@@TheTripboxer OK, great! Thanks for the tip.
Where do you typically get the actual .wav sound files from?
the ones I´m using here I recorded myself...
😂 I was laughing at this question, because I was sure, like most of us, you compose everything yourself.
Great job👏
@@tarekwayne9193 I was actually serious. I'm a game developer and I don't wanna learn and spend time composing sounds. I just want to download prerecorded sounds and effects and then program them in Unreal.
@@alexanderalikin1210 I'm a developer too😉