Unreal 5 Early Access MetaSounds Sample Accurate Triggers With Guns

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  • เผยแพร่เมื่อ 29 ต.ค. 2024

ความคิดเห็น • 10

  • @The-Vay-AADS
    @The-Vay-AADS 3 ปีที่แล้ว +2

    Amazing. Most epic, multifunctional, approachable, "easy to pick up, hard to master" "in engine" audio engine... Huge, huge props to you all! This is such a serious issue to deal with, for music, guns, effects, you name it. Very inspiring to see what is possible once the foundation is so solid. :) Thanks for sharing!

  • @hoverpillow6106
    @hoverpillow6106 3 ปีที่แล้ว +2

    Simply WOW.

  • @thenoobdev
    @thenoobdev ปีที่แล้ว +1

    Great stuff! I have some high quality weapon fire sounds, how should I go about to edit these in metasounds, like:
    input > character indoor/outdoor > change sound accordingly > output

    • @DanReynoldsAudio
      @DanReynoldsAudio  ปีที่แล้ว

      Yeah, check out the Attenuation Interface in MetaSounds, it lets you know how far away the listener is from the source and you can do your complex transition between close/far sounds, etc. For indoor/outdoor, you'll need some flag to let your source know if it's playing indoors or outdoors, there may be a lot of ways to do this, but generally in BP or code you'd pass in the flag to tell, so the MetaSound will use the correct signal path.

  • @LyoshaLozhkin
    @LyoshaLozhkin 3 ปีที่แล้ว +1

    resembles a granular synthesizer. But in this case the entire sample is repeated.
    And the NODEs are more understandable to the musician

    • @DanReynoldsAudio
      @DanReynoldsAudio  3 ปีที่แล้ว +1

      Kind of, when I flip back to the first Wave Player, it gets cut off. That's why it sounds more like a buzz at high frequencies than a stream of gunshots. If I rotated through a whole bunch of Wave Players though, it would play more of the full sample.
      That's an interesting point though about granular synths.

    • @LyoshaLozhkin
      @LyoshaLozhkin 3 ปีที่แล้ว +1

      @@DanReynoldsAudio Ah, now I get it, for shots and things like that,
      this processing option is more convenient.
      I'm glad I started to learn ureal, a very flexible tool

  • @imwyan
    @imwyan 2 ปีที่แล้ว

    How do i connect this to a key press? key press = begin fire sound, Key release = end fire sound

    • @DanReynoldsAudio
      @DanReynoldsAudio  2 ปีที่แล้ว

      Use the Blueprint API to send triggers to your MetaSound through the Audio Component.

  • @LuisFrontanilla
    @LuisFrontanilla 3 ปีที่แล้ว +1

    Is hidding likes and dislikes a post modern growth strategy? :D