Unreal Engine 5 | Controlling MetaSound with Blueprints
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- เผยแพร่เมื่อ 25 ส.ค. 2024
- Unreal Engine 5 | Controlling MetaSound with Blueprints
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You deserve so many more views my man! This is so helpful... watched all of your meta sounds stuff and can't wait for more :)
Thank you! Next one will be up Thursday or Friday
@@TheSoundFXGuy looking forward to it!
You're good explained everything. I like it. Keep going on
I never smashed a subscribe button so damn hard. Keep it coming, brother!
I appreciate that!
Awesome! Thanks or posting this. I love the piano. I flooded my head with cool sound ideas.
Glad you enjoyed it. I have a video coming out in a couple of days expanding on that part because I had an idea as well
those nodes do not exist anymore in ue5.2
Thanks!!!!
Hey man! Great videos. Thanks for doing this. I'm loving learning some new ideas with metasounds.
Thanks! I’ve got a couple more in the works. Next one should be out tomorrow morning.
Thanks for this!
Greate~~~ videos. Thankyou for sharing
I get the dilation skill from u here thx
How do you create custom inputs in Metasounds now? The "TurnOffPart1" and Part 2 around 3:50? Or have Metasounds changed too much since this tutorial was made?
You can do it one of two ways. You can click on the + symbol next to inputs/output/variables to create a custom one or you can drag off the ping you want to create a custom input/output for and instead of adding another node, you click on create input/output at the top of the context menu
@@TheSoundFXGuy Ah I see, I tried Option 1 but didn't realize I needed to change it to a "Trigger" type. Otherwise its a Float by default. Thanks! I appreciate the reply.
Good video. I have got a question that I can't find a direct answer very easily online:
Is it required for two (or more looping audio tracks) of similar music, which you need to fade from one to the other to be identical in starting music length or not, and can they have different starting amount times? How would you do this?
(For example, in a level, you would start on land, the music starts, then after a bit starts looping after the 5 second mark in the song, then you start swimming in a water section and the music fades into a water version of itself, which has a 3 second starting section in the music (which is not being played in this scenario), and then can fade back into the land version when the player goes back into the land section. However, both songs have 45 seconds of music that loops, with both loops in time with each other.)
great video. thanks a lot. i would like to trigger/play a metasound from the sequencer. i have setup an event track and added a custom event there that triggers Spawn sound attached with the metasound in it. nothing happens. am i on the right track at least?
Would you be able to send the code for some of this? I'd love to take a look at that piano
How do you connect the metasound Inputs to the different trigger boxes? Also my inputs seem to fire at the same time when I simulate them. Not sure what I am doing wrong.
If you're using the default "On Play" node inside your metasound, you can use the "on player begin overlap" collision function of your trigger box in your level bp or custom bp to add an audio component. If you're using custom triggers then you need to add the audio component first to initiate it and then pull off the return value of your audio component and search for "trigger" and connect the execute pin (you'll need to make sure the name in the trigger matches the name of your custom play function in the MS).
As for why you're getting syncing issues, it's hard to say without seeing what you have setup. You're more than welcome to join my Discord that's linked in the description of the video and use our Q&A forums to post and ask.
MORE VIDFEOS BRO!!!!!!!!!!!
There will definitely be more to come. Just taking a small break at the moment to focus on some personal stuff but I'll be back at it soon
Sorry but why people add music background when explaining thing.....
WoooOOOOOOH! Lol