Unreal Engine 5 | Dynamic Footsteps with MetaSounds

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  • เผยแพร่เมื่อ 16 ก.ค. 2024
  • Setting up a Dynamic Footsteps system in Unreal Engine 5 with MetaSounds
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ความคิดเห็น • 96

  • @twindadd6489
    @twindadd6489 ปีที่แล้ว +5

    Hey, it seems like it stops after taking 6 steps. What can i do about it?

    • @TheSoundFXGuy
      @TheSoundFXGuy  ปีที่แล้ว +3

      I actually have a video on that. th-cam.com/video/hi1B4W4IUK4/w-d-xo.html

    • @twindadd6489
      @twindadd6489 ปีที่แล้ว +5

      @@TheSoundFXGuy thanks man! I was going insane D:
      You'"re a hero

  • @Ryan-tn4gk
    @Ryan-tn4gk 3 ปีที่แล้ว +4

    Oh my god yes I was waiting for something like this!! Thanks!

  • @andrew-martin
    @andrew-martin 8 หลายเดือนก่อน +1

    Awesome! This is the best video on this topic I have found. Followed along perfectly thanks.

  • @TheShadowCamel
    @TheShadowCamel ปีที่แล้ว +1

    Super useful! Thanks for all your videos!

  • @maje621
    @maje621 2 หลายเดือนก่อน +1

    friend, your tutorials are good. I like the clarity you speak and the patience you are in my favorites

  • @JohnTosom
    @JohnTosom 3 ปีที่แล้ว +1

    Good video, congrats!!

  • @ijerofei
    @ijerofei 3 ปีที่แล้ว +2

    Thank you so much!

  • @mattkohl583
    @mattkohl583 ปีที่แล้ว +6

    In UE5 you can get the vector + vector node by right clicking in the graph, add node (+) then right clicking on either of the pins on the left, select convert pin at the bottom, choose vector. This will make the vector + vector node you couldn't find.

    • @TheSoundFXGuy
      @TheSoundFXGuy  ปีที่แล้ว +3

      I appreciate that!!!

    • @hwfcup1344
      @hwfcup1344 ปีที่แล้ว

      or just typing + in vector actions. ( instead of vector + vector, since it's an operator and not a function)

  • @Ravend6
    @Ravend6 ปีที่แล้ว +1

    Very good and thank you very much!

  • @darylobert
    @darylobert 4 หลายเดือนก่อน +1

    great job Man!!!

  • @Solcius123123
    @Solcius123123 3 ปีที่แล้ว +1

    Thank you! That's nice

  • @musicbydella4213
    @musicbydella4213 ปีที่แล้ว

    This one is amazing! Really good footsteps. If at some point you can cover how to make dynamic jump and land sounds could be awesome!

  • @IFiOstudio
    @IFiOstudio 10 หลายเดือนก่อน +1

    Thank you so much man!

  • @harryboyce
    @harryboyce 10 หลายเดือนก่อน +1

    Great video! Thanks man - would love a video on using MetaSounds in the sequencer :)

    • @TheSoundFXGuy
      @TheSoundFXGuy  10 หลายเดือนก่อน

      Thanks brother. I’ll see what I can cook up.

  • @maizabdelhakabdelhak4468
    @maizabdelhakabdelhak4468 ปีที่แล้ว +1

    thanks bro :D

  • @skippyzk
    @skippyzk ปีที่แล้ว +1

    This is so easy! Select nodes kick ass

  • @xylvnking
    @xylvnking ปีที่แล้ว +1

    thank youu

  • @alexhaisting
    @alexhaisting 3 ปีที่แล้ว +4

    Great video! I have a couple of questions and request for future content if that's okay! What is the process for adding attenuation to Metasounds and how do you approach reverb volumes and creating acoustics spaces that the meta sounds can react within? For instance, concrete footsteps outside vs inside a tunnel, airplane hangar, etc.
    Love that content. You are great :)

    • @TheSoundFXGuy
      @TheSoundFXGuy  3 ปีที่แล้ว +3

      Requests are always okay and appreciated. I can certainly put a video together on attenuation and reverb with MetaSounds.

    • @alexhaisting
      @alexhaisting 3 ปีที่แล้ว +2

      @@TheSoundFXGuy You're the man! Most of my experience is using Wwise within Unreal and I'm eagerly trying to backfill knowledge of the UE audio engine from the UE4 days and the soon coming UE5. You're videos are an extremely helpful resource and I greatly appreciate you taking the time to make them :)

  • @emptybruh
    @emptybruh ปีที่แล้ว

    Vector+Vector is just dragging from vector and typing add, then you can add whatever value you want

  • @mmaanalyticspicks9200
    @mmaanalyticspicks9200 ปีที่แล้ว

    Hi! Thanks for the great tutorial!
    Do you plan on extent this tutorial into series? Like adding various effects, echo, fading, cross fading, etc. to the footsteps sounds

  • @emperorstudy
    @emperorstudy ปีที่แล้ว

    For anyone having an issue hearing their audio upon completing the tutorial, in the MetSoundSource graph try linking the On Finished node of the Wave Player with the On Finished node of the Output. That did the trick for me.

    • @TheSoundFXGuy
      @TheSoundFXGuy  ปีที่แล้ว

      It’s hard to say without seeing it. If you’re open to it, my Discord server is linked in the description. You’re welcome to join and post some screenshots in the Game Audio Help form we have.

    • @emperorstudy
      @emperorstudy ปีที่แล้ว

      @@TheSoundFXGuy Thank you for the swift response! I figured it out. My solution is in my comment.

  • @hunterxhunter6182
    @hunterxhunter6182 ปีที่แล้ว +3

    I’m new to Sound Design for games, these tutorials are a life saver 🥲🙏 thank you !

  • @FMagno
    @FMagno 3 ปีที่แล้ว +13

    "Vector + vector" and similar is no longer used, use the wildcards versions.

    • @KavanBahrami
      @KavanBahrami 2 ปีที่แล้ว +6

      as of today, if you type "+" the Add node will populate for whatever type you're pulling from (vector in this case)

  • @VisQo-Herold
    @VisQo-Herold ปีที่แล้ว

    Thx! Great Help
    Btw. Meta Sound is a Plugin. Had to google it 😄

  • @WATNGAMER
    @WATNGAMER ปีที่แล้ว +1

    where to find this cool sounds effects

  • @snekkar
    @snekkar ปีที่แล้ว +2

    Eres mi padre

  • @clemcg6955
    @clemcg6955 ปีที่แล้ว +1

    Heyy nice vid thank you !! I have a little question : What settings can I make to give a different step volume depending on whether my character is walking or running ? Thank you ! :)

  • @7spidersofhh
    @7spidersofhh 2 ปีที่แล้ว +1

    excuse me for getting weird but the sound of ur voice is an instant sub/bell for me. for some reason i find it very hard to listen to most tutorials 5/5

  • @franklinfisher8419
    @franklinfisher8419 2 ปีที่แล้ว +5

    Would be great to have something on auto landscape materials. I never can find anything that is proven to work everytime. It's so frustrating.

  • @jaymezbonsall4241
    @jaymezbonsall4241 ปีที่แล้ว +2

    they renamed it from vector + vector to just "add" along with "subtract", "multiply" and "divide"

  • @dubtube6691
    @dubtube6691 ปีที่แล้ว

    Great tutorial, I have deleted the animation of my first person character since I dont need to see it. Is there a way to add this method as well?

  • @Fabi_1987
    @Fabi_1987 ปีที่แล้ว +2

    Hey, how can i add reverb effect to my footsteps???

    • @TheSoundFXGuy
      @TheSoundFXGuy  ปีที่แล้ว +3

      I actually have a video on that: th-cam.com/video/9aJWPKZ5I78/w-d-xo.html

  • @robertwilson1589
    @robertwilson1589 ปีที่แล้ว

    I'm sure someone has told you where the vector + vector is...but if not, just drag off the first vector and type "+".

  • @shakaama
    @shakaama ปีที่แล้ว

    6:39 just hit +

  • @francescoGucciardi
    @francescoGucciardi ปีที่แล้ว

    Hi TheSoundFxGuy, i've follow your (Awesom and Simple) Tutorial fort adding dynamic Footstep Sound.
    i just have a problem when my player is on Stairs, the "collision Line" don't check the stairs (little red squares don't appear), and so the sound dont' start playing.
    how, this problem, can be resolved ?
    Thanks a lot

  • @Mynistrh3ll
    @Mynistrh3ll ปีที่แล้ว +1

    Hello nice tutorial! :) But what about when you are in an FPS setup and you don't see the feet touching the body ? Is there a way to program a certain "pace" to the footsteps if you keep pressing the forward button ?

    • @TheSoundFXGuy
      @TheSoundFXGuy  ปีที่แล้ว +1

      Usually an FPS character (like the UE Default FPS character) still has an animation bp because of things that might be visible in the camera like arm movement. So you can still add the notify events to the animation timeline, you just may need to use other information from the animation itself to guess where the footsteps might be. For example if the arms are swinging with the motion of movement, the point where you see the weight of the arms apex at the bottom would most likely be your stepping point.

  • @DirtyBird01
    @DirtyBird01 5 หลายเดือนก่อน

    I notice when I increase the speed of the footstep to a certain point the sound only plays every few seconds

  • @jorgemanzano_
    @jorgemanzano_ ปีที่แล้ว +1

    Hello guys, this is super useful, but what if some materials need longer footstep sounds? I found that the sounds stop for the next one to be played, how can we play the next sound without stoping the sound that's already playing? thanks in advance :)

    • @TheSoundFXGuy
      @TheSoundFXGuy  ปีที่แล้ว

      Off the top of my head, the first thing I would try would be to duplicate your footstep MS, name them something like Footstep L & Footstep R and then have separate notifies that trigger their respective MS instead of retriggering the same MS over and over again.

  • @virgendesign
    @virgendesign ปีที่แล้ว +1

    I’m trying to figure out how to get the “length of the audio” or duration of the file using meta sounds. I created a simple UI widget button that when you click it spawns the audio then plays it using blueprints. I’ve spent hours and weeks trying to figure this out only to find one reference to audio duration and that was Get Duration but couldn’t figure how to use that. Any advice or guidance would be appreciated.

    • @TheSoundFXGuy
      @TheSoundFXGuy  ปีที่แล้ว

      As of 5.2 there is currently no way to send data from a MetaSound back to your blueprint. The Get Duration node will give you the time of the file but it's only useful for time based calculations within that same MetaSound. If your button is playing a specific audio file, you can look at the file details in the content folder to see the duration and then make a variable in your blueprint with that value. If you're using random sounds, you'll need to make an array variable with all of the duration values and find a way to send the same index number of the correlating value in the array to the asset array in the MetaSound to pick the correct element. It's a bit of a janky setup but that's the only way I know to do it at the moment.

    • @virgendesign
      @virgendesign ปีที่แล้ว

      @@TheSoundFXGuy thanks for the feedback, suggestion. That’s just funny how Unreal can’t determine the duration of an audio track without manually setting it yourself. But once you do create your variables you can still figure out how long the audio file has been playing correct? I’m basically trying to create an audio progress bar.

  • @zimizi
    @zimizi ปีที่แล้ว +2

    hey i have a question since i use a ue5 mannequin for the animations i have another mesh as the character itself so i cant find event animnotify_footsteps @11:23 can i somehow use work around that ?

    • @zimizi
      @zimizi ปีที่แล้ว

      i am kinda lost, have i missed something?

    • @TheSoundFXGuy
      @TheSoundFXGuy  7 หลายเดือนก่อน

      If you're not seeing the Event AnimNotify_[name of notify] then you might be in your character bp instead of your animation bp.

  • @JaxKraftDinner
    @JaxKraftDinner ปีที่แล้ว

    For some reason the Line Trace won't work! Could you help me?

  • @ZachTheExcitedViper
    @ZachTheExcitedViper 3 หลายเดือนก่อน

    So Ive followed this and a few other footstep tutorials - I get everything going perfectly in editor, all of my animations are g2g with sound, but they do NOT play in PIE. Ive watched every tutorial and they are very straightforward, but Im getting nowhere with this. It seems too simple to mess up but I have somehow.

    • @TheSoundFXGuy
      @TheSoundFXGuy  3 หลายเดือนก่อน +1

      Workout seeing your setup, it’s hard to say. You’re welcome to join my Discord server (linked in the description of the video). We have a help forum section of the server where you can post pictures and ask questions.

  • @ginger3d
    @ginger3d 8 หลายเดือนก่อน +1

    how can add multiple sounds to the same surface? so the sound wond look looped so much! thanks!

    • @TheSoundFXGuy
      @TheSoundFXGuy  8 หลายเดือนก่อน +1

      Create a MetaSound with a wave player. Instead of just putting one asset in there, pull off the asset pin and add a get random from array node. Pull off the array pin and create a variable array. Add your variations to that array. Run your OnPlay into the get random node and run the OnNext pin to your wave player. Connect your OnFinished and your audio outputs. This should give you a MetaSound that will randomly pull audio asset each time it's called instead of just one sound over and over again. Check out this video to see an example: th-cam.com/video/RU1JF304NfQ/w-d-xo.html

    • @ginger3d
      @ginger3d 8 หลายเดือนก่อน +1

      Thanks! you are fantastic! tanks again!!! Cheers from Argentina!@@TheSoundFXGuy

  • @jazvi7653
    @jazvi7653 ปีที่แล้ว +1

    Hello, and thanks for the tutorial, just wondering how can I disable the red tracking marks, so I won't see them everytime I'm testing the play button, lol.

    • @TheSoundFXGuy
      @TheSoundFXGuy  ปีที่แล้ว +1

      On the line trace by channel node there is a tick box for the debug line. You just need to untick it.

    • @jazvi7653
      @jazvi7653 ปีที่แล้ว +1

      @@TheSoundFXGuy thanks, it worked! Can't believe didn't figured out haha.

  • @choker1236
    @choker1236 ปีที่แล้ว

    Can you pack the footsteps sound files to google drive and send it to me?

  • @JoaoVictor-fk8no
    @JoaoVictor-fk8no ปีที่แล้ว +2

    11:14 Nothing shows up in this part, anyone knows a way around?

    • @TheSoundFXGuy
      @TheSoundFXGuy  7 หลายเดือนก่อน

      If you're not seeing the Event AnimNotify_[name of notify] then you might be in your character bp instead of your animation bp.

  • @Eliazer
    @Eliazer ปีที่แล้ว

    Is there a way to set this up with one Metasound? If the inputs for different surfaces are in one Metasound, could the blueprint call the specific one to be played?

    • @KelechiApakama
      @KelechiApakama ปีที่แล้ว +2

      Exactly, not sure why we don't have enum switches anymore (as far as I know). Every tutorial I've seen uses a different sound for every different surface, which seems a bit silly once you've got more than 3 surfaces :/

  • @fartingtaco5954
    @fartingtaco5954 ปีที่แล้ว

    Now I hope this isnt a dumb question but for the FPS Template you cannot create a Metasound, and i am wondering if you can do a similar thing with a Sound Cue?

    • @fartingtaco5954
      @fartingtaco5954 ปีที่แล้ว +1

      Correction, I figured it out. Im new to this, haha.

    • @TheSoundFXGuy
      @TheSoundFXGuy  ปีที่แล้ว +2

      @@fartingtaco5954 No question is a dumb question and there's nothing wrong with being new to it. If you have more questions, feel free to join the Discord linked in the description of almost every video I have. We've got a great community of really helpful people and users of all skill levels are welcome.

  • @antlermind
    @antlermind 2 ปีที่แล้ว +1

    Huh, 'MetaSounds' doesn't show up in the context menu for me. Has this been changed somewhere along the line?

    • @hex6206
      @hex6206 ปีที่แล้ว

      cant find it either

    • @antlermind
      @antlermind ปีที่แล้ว +2

      @@hex6206 Just realized you have to enable the plugin by going to 'Edit' --> 'Plugins' --> Search for 'MetaSounds' --> Enable plugin and restart editor. Hope this helps!

    • @hex6206
      @hex6206 ปีที่แล้ว

      @@antlermind thanks!

  • @gabrielcox6281
    @gabrielcox6281 ปีที่แล้ว +1

    How would you do this with a landscape material?

    • @TheSoundFXGuy
      @TheSoundFXGuy  ปีที่แล้ว +1

      After you’ve setup your physical material and applied it to the material you want, you can just paint your landscape with that material and the physical material will be applied as well.

    • @gabrielcox6281
      @gabrielcox6281 ปีที่แล้ว +1

      Got it! Thank you!

  • @KillerDudeT19
    @KillerDudeT19 ปีที่แล้ว +1

    This work with first person game where you don't have and player anims?

    • @TheSoundFXGuy
      @TheSoundFXGuy  ปีที่แล้ว

      Yes it does. You’ll still put it on the animations you want to have sound with the exact same way it works with the third person bp. It’s just a little tougher to line up on the timeline. Personally I add them right when you see the elbows drop. That usually happens when all forced on the body is sent downward on a footstep.

    • @k0ah371
      @k0ah371 ปีที่แล้ว +2

      @@TheSoundFXGuy what if we don't have leg or animation ?

  • @techno2776
    @techno2776 ปีที่แล้ว +1

    Hello, I try to make this in ALS. The character already has the basic footsteps and I see the "Footstep_AnimNotify" in Track1 inside the anims. But when I (11:16) right click then there is no Event "Footstep_AnimNotify" available. It only works when I add new notifies same like in the tut. Why is it not working? Does it make sense if I do something with "cast to Footstep_AnimNotify"?

    • @5th5ea5on
      @5th5ea5on 9 หลายเดือนก่อน

      I'm having the same issue ..Were you able to figure it out?

    • @TheSoundFXGuy
      @TheSoundFXGuy  7 หลายเดือนก่อน

      If you're not seeing the Event AnimNotify_[name of notify] then you might be in your character bp instead of your animation bp.

  • @neilisalive4892
    @neilisalive4892 9 หลายเดือนก่อน +1

    I imagine this doesn't work for painted landscapes, ..or does it?

    • @TheSoundFXGuy
      @TheSoundFXGuy  9 หลายเดือนก่อน +1

      It does. As long as you have a physical material attached to the material your player is making contact with it’ll play the sound

    • @neilisalive4892
      @neilisalive4892 9 หลายเดือนก่อน +1

      @@TheSoundFXGuy Awesome! Thanks

  • @niyo9
    @niyo9 ปีที่แล้ว

    Discord mod lookin ahh

  • @handidwicahyo6813
    @handidwicahyo6813 ปีที่แล้ว +1

    Thank you so much!

  • @pedrorosa5782
    @pedrorosa5782 ปีที่แล้ว

    Mine only dooest the sound the number of notifies it has on the run animation...
    Since im using the first person view i seted up 6 notifys, and it only detects those 6 with line trace channel... what should i do to "loop"

    • @Celestetinepte
      @Celestetinepte ปีที่แล้ว

      Facing the sale issue here. Seems like the line trace channel stops to update randomly. Don't know what's happening. Did you find a fix ?