Volumetric Audio with MetaSounds Emitters

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  • เผยแพร่เมื่อ 19 มิ.ย. 2024
  • Need an ambient effect that's spatialized at a distance, but 2d up close? Looking for some basic blueprinting rather than headbutting a friendly programmer you know? Want to do all this without introducing some ugly Tick() function on every frame?
    We'll cover some blueprinting, attenuation settings for spatialization changes over distance, and sticking components to your player on collisions, rather than running a Tick update loop!
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ความคิดเห็น • 2

  • @DavideCastagnone
    @DavideCastagnone 16 วันที่ผ่านมา

    Hey David, very interesting to see a different approach. I created a similar system using a spline and different "refresh rate" depending by the distance from the listener.

  • @KBFNGG
    @KBFNGG 12 วันที่ผ่านมา

    Very interesting tutorial. How would you approach a multiplayer version though? Btw. did you had any chance to look into the fast pace pass by woosh sounds that I pinged you on twitter around the Unreal Fest time? :) Still highly interested in that kind of setup without FMod.