Thank you very much! Can't take any credit for thinking of using Massive - Loic Couthier used it for the engines in Wipeout Omega. They were too pushed for time to design from scratch :')
Honestly really easy too understand and a nice tutorial. Maybe make one about how you code with FMOD in UR4? It's all easy too understand so it would be amazing!
Thanks! :) That was my original plan but I got a bit distracted with the breathing system and then some work :') This is the first video in a planned series - I will be adding more to it in the future!
Thanks :) I think it depends on what you want to do. Unreal's built-in audio engine can do lots already - this is my first video going outside of UE4 but there's loads more of UE4 to talk about. If you want highly dynamic or complex audio it can be easier to do with a dedicated application (but then again the Breathing System is pretty complex, for me anyway!). The engine sounds in this particular project were easy to make / edit / manage in FMOD - but as Epic continues adding more to the audio side of Unreal (as they have with the last few updates) this might become less relevant. We'll have to see :) FMOD and Wwise are the contenders in audio middleware. FMOD is generally considered to be more entry level, though plenty big games use it. It's got a simple interface which makes it easy to do complex things quite efficiently. Wwise is generally considered the better of the pair, with more options for complex and dynamic audio, but again this depends on your project's needs. I'm looking forward to the UE5 preview - I think we'll be getting some audio upgrades in the new gen :D
@@valkyriesound3888 yeah ue5 will add some newer functions to their sound system for sure, i'll check fmod just because never use actually, thank to respond , very contructive !
@@valkyriesound3888 One other good thing, about FMOD is you don't have to have the the project folder within the UE4 project folder you can have it separate as the game engine only needs the FMOD Banks. This means all your audio files don't add to the size of project folder and can help you to better manage all your files, this really helps with source control. I assume this works for unreal engine too, I've mainly used it with Unity. I saw you put your project folder within the plugins folder for UE4 is it possible with the ue4 integration to just build the FMOD banks to the UE4 folder instead of having the whole project folder there?
Good point! Plus FMOD can convert audio files from wav into vorbis to save on space. The FMODStudio folder from the installation zip goes into the Plugins folder, but I keep my FMOD project folders on a different drive to where I keep my UE4 projects ;)
I am sorry, but i think this tutorial is bit too fast and confusing. you are doing too many things without actually explaining them, which always kills any tutorial. this was especially notable in the last section, where you created a timeline (why? why 40 seconds? what else we can do with timeline? can we for example attach it to other parameters? why? what parameters? how does that even work?). most people are never going to start with a racing game. they just want to attach a simple footsteps to their character (which is another thing - with 3rd person char, its easy, but what about 1st person view? how to change steps according to the material we walk on? etc.) and want to know, how to make sounds/animations to be triggered with box triggers or simple key strokes. thus "starting out" is not really a good name for this tutorial. i mean, i saw some of your other videos and they are good. its just this one is kinda too fast and confusing for complete beginners.
Hey, sorry to hear that. I try my best to make the tutorials as clear as I can. I'm not sure which other parts you felt lacked fuller explanations so I've looked at the last section. At 14:34 I explain that the Timeline is added to the BP so we can loop through a value between 0 and 1. We can use a value from UE4 to adjust the EQ value in FMOD using the Video parameter - the one we set to a range between 0 and 1. So as the looping BP Timeline goes up and down, it passes its value to the FMOD Audio Component and tells FMOD what value to set the named parameter to. FMOD then looks up the values and updates the audio by applying the appropriate EQ we mapped out. For example at a value of 0.1, FMOD is setting the EQ Mid to 0 dB and the EQ High to -2 dB (see 13:51 for the mapped EQ values). The 40 seconds is just an arbitrary length for the BP Timeline node; it could literally be anything - sorry, I could have made that clearer! We can do many things with Timelines. This link here - docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Timelines/ - gives an overview, as well as a couple examples of using Timeline nodes for flickering lights and animating doors. In this case, I'm using the Timeline as a stand-in for some in-game data. So, say we have a character who's health is going to go up and down based on combat and medkit use but we haven't built all the systems to get that working yet. In that case, we can use a Timeline node to simulate the character's health going up and down. That lets us check how other systems based on the character's health data will respond to its fluctuating values, without needing to wait for the health and combat systems to be built. You can find out some more about Timelines here: th-cam.com/video/v7bdcvGlgIg/w-d-xo.html "can we for example attach it to other parameters? why? what parameters? how does that even work?"" There's no restriction here: we can attach this Timeline to other parameters or we can create new Timelines and update different parameters. It really depends on what you want to do. There are a potentially infinite number of things you might want to change in a game, depending on the project. The parameters of a racing game will differ from a platformer or puzzle game, for example. Hopefully the above paragraphs explain how it works but if not, it might be useful to check out Epic's learning guides on Blueprints. Alternatively, if you're more hands-on, you could open up the Blueprints Examples project and fiddle around with the BPs in there (it's on the Epic launcher app, under Learn). I picked a racing game as the basis for this tutorial because I was already working on the project :p There are so many tutorials out there for third person and first person games but not many for racing or driving games. But not everyone wants to make a third person or first person game. If I've seen one tutorial on footsteps I've seen a hundred... :') Making sounds and/or animations trigger from box triggers and/or keystrokes is really straightforward: you just need to know a little bit about Blueprints and that's useful because those sorts of events can be part of other gameplay mechanics as well, like opening doors or interacting with environments. I start out by scripting each of my tutorials on the assumption that the person watching doesn't know anything about BPs - but it's not always practical to explain the function or purpose of each node (time for one; my videos are often 20+ mins long) and there are times where I need to assume the watcher already understands. I do recognise that this means if someone doesn't then there are potentially going to be, 'WTF!?' moments. After thinking about your comment, perhaps this tutorial is aimed more at people who're reasonably familiar with UE4 but just starting out with FMOD. Sorry for the length - I just wanted to cover all your points :) If you're a complete beginner like you said I'd definitely recommend Epic's Online Learning site. There's some really good stuff on there - including the audio tutorials! Thank you for watching and I hope this hasn't scared you off! :'D
best engine sound demo yet, great idea to use Massive or similar!!
Thank you very much! Can't take any credit for thinking of using Massive - Loic Couthier used it for the engines in Wipeout Omega. They were too pushed for time to design from scratch :')
Honestly really easy too understand and a nice tutorial.
Maybe make one about how you code with FMOD in UR4?
It's all easy too understand so it would be amazing!
Thanks! :) That was my original plan but I got a bit distracted with the breathing system and then some work :') This is the first video in a planned series - I will be adding more to it in the future!
today i found gold
your channel is great
keep it up please!
Thank you! :D I've got a lot more videos coming - hope they're helpful!
1:27 You should say "or if you are from future and using UE4.27" that would be great :D
thank you so much
Thanks!
Great video would love a full tutorial on setting up a car engine in fmod and adding in ue4 as the tutorials for this are really old
Thanks :) I was toying with that idea to be honest - I'm going to plan a tutorial for it ;)
@@valkyriesound3888 omg legend thank you man
good explain, not sure if it's really good for all projects, i mean built a project with a FMOD are probably to big nope ?
Thanks :) I think it depends on what you want to do. Unreal's built-in audio engine can do lots already - this is my first video going outside of UE4 but there's loads more of UE4 to talk about.
If you want highly dynamic or complex audio it can be easier to do with a dedicated application (but then again the Breathing System is pretty complex, for me anyway!). The engine sounds in this particular project were easy to make / edit / manage in FMOD - but as Epic continues adding more to the audio side of Unreal (as they have with the last few updates) this might become less relevant. We'll have to see :)
FMOD and Wwise are the contenders in audio middleware. FMOD is generally considered to be more entry level, though plenty big games use it. It's got a simple interface which makes it easy to do complex things quite efficiently.
Wwise is generally considered the better of the pair, with more options for complex and dynamic audio, but again this depends on your project's needs.
I'm looking forward to the UE5 preview - I think we'll be getting some audio upgrades in the new gen :D
@@valkyriesound3888 yeah ue5 will add some newer functions to their sound system for sure, i'll check fmod just because never use actually, thank to respond , very contructive !
No worries! Have fun ;)
@@valkyriesound3888 One other good thing, about FMOD is you don't have to have the the project folder within the UE4 project folder you can have it separate as the game engine only needs the FMOD Banks. This means all your audio files don't add to the size of project folder and can help you to better manage all your files, this really helps with source control. I assume this works for unreal engine too, I've mainly used it with Unity. I saw you put your project folder within the plugins folder for UE4 is it possible with the ue4 integration to just build the FMOD banks to the UE4 folder instead of having the whole project folder there?
Good point! Plus FMOD can convert audio files from wav into vorbis to save on space. The FMODStudio folder from the installation zip goes into the Plugins folder, but I keep my FMOD project folders on a different drive to where I keep my UE4 projects ;)
7:41 you scared me... because here in Ukraine light is also swithching off that unexpectably.
Stay strong, Aleksandr, they will light up again and brighter than before 🇺🇦
I am sorry, but i think this tutorial is bit too fast and confusing. you are doing too many things without actually explaining them, which always kills any tutorial. this was especially notable in the last section, where you created a timeline (why? why 40 seconds? what else we can do with timeline? can we for example attach it to other parameters? why? what parameters? how does that even work?). most people are never going to start with a racing game. they just want to attach a simple footsteps to their character (which is another thing - with 3rd person char, its easy, but what about 1st person view? how to change steps according to the material we walk on? etc.) and want to know, how to make sounds/animations to be triggered with box triggers or simple key strokes. thus "starting out" is not really a good name for this tutorial. i mean, i saw some of your other videos and they are good. its just this one is kinda too fast and confusing for complete beginners.
Hey, sorry to hear that. I try my best to make the tutorials as clear as I can. I'm not sure which other parts you felt lacked fuller explanations so I've looked at the last section. At 14:34 I explain that the Timeline is added to the BP so we can loop through a value between 0 and 1. We can use a value from UE4 to adjust the EQ value in FMOD using the Video parameter - the one we set to a range between 0 and 1. So as the looping BP Timeline goes up and down, it passes its value to the FMOD Audio Component and tells FMOD what value to set the named parameter to. FMOD then looks up the values and updates the audio by applying the appropriate EQ we mapped out. For example at a value of 0.1, FMOD is setting the EQ Mid to 0 dB and the EQ High to -2 dB (see 13:51 for the mapped EQ values).
The 40 seconds is just an arbitrary length for the BP Timeline node; it could literally be anything - sorry, I could have made that clearer!
We can do many things with Timelines. This link here - docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Timelines/ - gives an overview, as well as a couple examples of using Timeline nodes for flickering lights and animating doors. In this case, I'm using the Timeline as a stand-in for some in-game data. So, say we have a character who's health is going to go up and down based on combat and medkit use but we haven't built all the systems to get that working yet. In that case, we can use a Timeline node to simulate the character's health going up and down. That lets us check how other systems based on the character's health data will respond to its fluctuating values, without needing to wait for the health and combat systems to be built. You can find out some more about Timelines here: th-cam.com/video/v7bdcvGlgIg/w-d-xo.html
"can we for example attach it to other parameters? why? what parameters? how does that even work?""
There's no restriction here: we can attach this Timeline to other parameters or we can create new Timelines and update different parameters. It really depends on what you want to do. There are a potentially infinite number of things you might want to change in a game, depending on the project. The parameters of a racing game will differ from a platformer or puzzle game, for example. Hopefully the above paragraphs explain how it works but if not, it might be useful to check out Epic's learning guides on Blueprints. Alternatively, if you're more hands-on, you could open up the Blueprints Examples project and fiddle around with the BPs in there (it's on the Epic launcher app, under Learn).
I picked a racing game as the basis for this tutorial because I was already working on the project :p There are so many tutorials out there for third person and first person games but not many for racing or driving games. But not everyone wants to make a third person or first person game. If I've seen one tutorial on footsteps I've seen a hundred... :') Making sounds and/or animations trigger from box triggers and/or keystrokes is really straightforward: you just need to know a little bit about Blueprints and that's useful because those sorts of events can be part of other gameplay mechanics as well, like opening doors or interacting with environments.
I start out by scripting each of my tutorials on the assumption that the person watching doesn't know anything about BPs - but it's not always practical to explain the function or purpose of each node (time for one; my videos are often 20+ mins long) and there are times where I need to assume the watcher already understands. I do recognise that this means if someone doesn't then there are potentially going to be, 'WTF!?' moments. After thinking about your comment, perhaps this tutorial is aimed more at people who're reasonably familiar with UE4 but just starting out with FMOD.
Sorry for the length - I just wanted to cover all your points :) If you're a complete beginner like you said I'd definitely recommend Epic's Online Learning site. There's some really good stuff on there - including the audio tutorials!
Thank you for watching and I hope this hasn't scared you off! :'D