Sounds, Splines & C++ in Unreal Engine!
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- เผยแพร่เมื่อ 6 ก.ค. 2024
- Make an Ocean track the player using a single voice!
Use Unreal Engine's Spline system, merge it with the Metasounds audio system and add some tracking logic and you've got yourself something that follows the player around, and sounds great while doing it!
Using some pirate ship assets from the Epic store, and writing the C++ code ourselves for getting the blueprint actor up and running! - แนวปฏิบัติและการใช้ชีวิต
Great tutorial! Love your channel.
Thanks michael!
you look like if ludwig and danny Gonzalez had a child i'm subscribing
This is the weirdest comment I've gotten and I'm here for it.
I can't wait to binge these
Binge != Learn
Much better to go a little modular, and just do little pieces over time. These actually benefit a lot from doing them yourself too!
“Whatever this is”, it’s smart! Very nice method of creating dynamic spatial like sounds. Will you please consider doing a tutorial on making custom MetaSound nodes? The basics would be great to learn but ultimately it would be awesome to use some of the many Source FX types directly in MS graphs vs the traditional FX chains/audio bus setup. Specially the Reverb in UE. I do realize these may be expensive FXs to use but we can use with caution. ⚠️ 😂 Thanks again, hope you’re day is great!
I sure can! Thanks for this detailed comment, sounds like there are a few video ideas in here. I'll get cracking with the custom nodes. It might not be reverb first up, but we will get there! 💪
Hello!^^
I've followed both this tutorial and your previous video about turning speed to a value in C++. Thanks a lot for making these videos, I went through C++ in UE4 a couple of years ago because I wanted to get an extra grasp on how things worked in the engine and these videos were the perfect excuse to dive into pure coding again^^
I'm also writing this comment because after testing your script I've realised that if I navigate along the spline all is good, however if I walk away from it and then head to the opposite side of my spline (let's say a sort of large enough square), the position doesn't get updated at all and the audio component stays put. I've also tried to make the spline a closed loop, but to no avail. Do you know what could be the reason for this?
Many thanks!
Whoops! Great pickup! I've fixed the bug and you can find the code for download here. Thanks for pointing it out!
www.weaveraudio.com/scripts-products-store/spline-audio-follower-code
@@dweaveraudio Oh wow,, thanks a lot!
I've tested it again and it works better now! However there's still a chance that the source will get stuck at some point. Apparently, this is more likely to happen if you create "superfluous" extra point along the spline and... maybe if a volume stands in the way (but that could be my imagination^^).
Anyway, I've quickly uploaded an unlisted video so you can have a look if you're curious. Many thanks!
th-cam.com/video/YcTR9DvrpyA/w-d-xo.html
nice video but not quite working well for me, im hearing this sound all over the map, can u tell me why and how to fix it?
Hmm, does your sound have an attenuation shape that gives it a changing volume over distance?
@@dweaveraudio yup i had to turn on an attenuation, its cool now
Hi weaver
Nice feet
The idea is good, but there is point of improvement. What about two sound sources following you instead of just one? basically, one for each ear ...
There are some places in the video, where you can hear the sea sound only from one ear, and that doesn't happen with ambiences mostly, because the sound comes from many places, at the same time in real life ... Having two audio sources would better simulate audio that comes from both sides, when you are in the middle of it (a ship above the sea).
Absolutely! This is by no means the only layer you'd have for an ambience, only the layer that follows the player for a distinct extra detail. Would definitely encourage you to add a quad layer, several more ambient sources and your own spin on it!