MetaSounds For Beginners - First Patch

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  • เผยแพร่เมื่อ 3 ต.ค. 2024
  • Welcome to the channel!
    Today we'll be diving into Unreal Engine 5, utilizing MetaSounds and how you might set up your very first MetaSound logic, to play and stop when entering and exiting a collider. We'll go through making your own Blueprints, making MetaSound source patches and general Unreal Engine know how. Plus a super quick detour to Reaper to export some tone for us!
    Follow along or send some messages to @dweaveraudio on Twitter for future content you'd like to see!

ความคิดเห็น • 17

  • @OllieFearn
    @OllieFearn 4 หลายเดือนก่อน

    Great video, thanks a lot!

  • @nikolajdehaan
    @nikolajdehaan ปีที่แล้ว

    Super excited about this series, looking forward to going through it all. Thank you for taking the time to make these David!!

  • @oberon2159
    @oberon2159 ปีที่แล้ว

    Awesome! Thanks for doing this and sharing your knowledge. It’s always such gold coming across a slick and well explained tutorial on anything to do with the technical side of audio. Far too many explanations are over complicated but you get the viewer placing and triggering a sound in seconds. Keep it up and really looking forward to more 👏

  • @taliasamantharaso2754
    @taliasamantharaso2754 ปีที่แล้ว

    This is fantastic!! Thank you!!

  • @minuskelvin
    @minuskelvin ปีที่แล้ว

    Great job!

  • @miguelalexandresimoesneves8660
    @miguelalexandresimoesneves8660 ปีที่แล้ว

    This is awesome! The video ended suddenly tho xD

    • @dweaveraudio
      @dweaveraudio  ปีที่แล้ว

      I've never been good at goodbyes!
      (And TH-cam won't let me swap the upload, but I assure you I had NOTHING else important to say! :D )

    • @miguelalexandresimoesneves8660
      @miguelalexandresimoesneves8660 ปีที่แล้ว

      @@dweaveraudio That's alright ahah looking forward for more videos! Are you thinking about exploring creating procedural music from scratch using in game inputs?

    • @dweaveraudio
      @dweaveraudio  ปีที่แล้ว +1

      @@miguelalexandresimoesneves8660 sure am! Would love to do a whole series in quartz, there are some incredible opportunities

    • @miguelalexandresimoesneves8660
      @miguelalexandresimoesneves8660 ปีที่แล้ว

      @@dweaveraudio great!

  • @ThomasScott-cy1mn
    @ThomasScott-cy1mn ปีที่แล้ว

    WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

  • @AlvaroALorite
    @AlvaroALorite ปีที่แล้ว

    I have a question! Should all metasounds sources be placed inside a actor blueprint?

    • @dweaveraudio
      @dweaveraudio  ปีที่แล้ว +1

      Depends on their behaviour! If they're intended to be spatialized, with special triggering behaviour or positional information, probably! But if they're a service like music or something that exists as part of a level blueprint or otherwise, I could see some other appropriate places too 🙂 great question!

    • @xKajzerGaming007
      @xKajzerGaming007 6 หลายเดือนก่อน

      @@dweaveraudioHello, I'm trying for the last 3 days exactly that - my music metasound exist as part of blueprint "bob" and I want to control metasound's float input "snare" inside of blueprint "john" that is ready to pass on the float value. The issue I'm having is how do I communicate john with snare? I don't want to have an audio component in bob

    • @dweaveraudio
      @dweaveraudio  6 หลายเดือนก่อน

      @@xKajzerGaming007 inter-blueprint communication comes in many forms. Probably the clearest one I'd start with that at least has some semblance of good practice would be Delegates!
      docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ActorCommunication/EventDispatcherQuickStart/