Unreal Engine 5 | Getting Started with MetaSound

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  • Unreal Engine 5 | Getting Started with MetaSound
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    #unrealengine5 #metasounds
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ความคิดเห็น • 44

  • @guyalsfere7470
    @guyalsfere7470 3 ปีที่แล้ว +11

    Your ''game engine gods have smiled on us" comment is spot on, 5 is a giant candy store

  • @brazwen
    @brazwen 3 ปีที่แล้ว +18

    My favourite update is the UI. Looks much more professional and mature. I got sick of the childish looking UI in the previous version.

  • @Solcius123123
    @Solcius123123 3 ปีที่แล้ว +1

    Thanks for showing! Excited about the new engine

  • @garethdaviesaudio4827
    @garethdaviesaudio4827 3 ปีที่แล้ว +1

    Love your videos man! Keep up the good work.

  • @Ryan-tn4gk
    @Ryan-tn4gk 3 ปีที่แล้ว +1

    Yes! you are the first tutorial I found on Metasounds. Thanks! This will be a great starting point.

    • @TheSoundFXGuy
      @TheSoundFXGuy  3 ปีที่แล้ว +3

      Thanks for checking it out. I’ll definitely be making more videos on it as I learn more. There’s a ton of potential here that I’m really excited to unlock.

  • @danieltaylor3231
    @danieltaylor3231 3 ปีที่แล้ว +4

    I knew you'd be on this as soon as I saw it in the feature list ! I've been digging around in it myself and I'm impressed. It looks like Epic are basically attempting to add their own Max/MSP or Pure Data style features right in the engine.

    • @TheSoundFXGuy
      @TheSoundFXGuy  3 ปีที่แล้ว +1

      There are a ton of really cool features with this. I’m most excited for layer blending. I’m going to be diving into index arrays next.

  • @UnrealEngineLearn
    @UnrealEngineLearn ปีที่แล้ว +1

    Awesome, thanks a lot!

  • @ajryangameaudio
    @ajryangameaudio 2 ปีที่แล้ว +1

    Great intro, thanks!! Just subscribed.

  • @BR-hi6yt
    @BR-hi6yt 3 ปีที่แล้ว +1

    Wonderful, Great articulate creator. - thx so much.

  • @labrat-0171
    @labrat-0171 2 ปีที่แล้ว +1

    Thanks!

  • @devinm8128
    @devinm8128 7 หลายเดือนก่อน +1

    I'm trying to learn UE5 Audio and this was incredibly helpful as an intro with no prior experience. Thanks, I'll be sure to sub to your channel now

    • @TheSoundFXGuy
      @TheSoundFXGuy  7 หลายเดือนก่อน

      I'm glad you found it helpful!

  • @toapyandfriends
    @toapyandfriends 2 ปีที่แล้ว +2

    'beautiful background...subscribed

  • @HiImCurtisMc
    @HiImCurtisMc 3 ปีที่แล้ว

    Aw man, I have to go play with this now!! :o Nice to see a quick example using On Finish as well, and am curious what other sorts of useful stuff it can do.

    • @TheSoundFXGuy
      @TheSoundFXGuy  3 ปีที่แล้ว

      With the frequency generators I’m wondering if we could almost use it like Helm or VitalSynth.

  • @AftertouchAudio
    @AftertouchAudio 3 ปีที่แล้ว

    Music is dope!

  • @martinroland8534
    @martinroland8534 2 ปีที่แล้ว +1

    Nice intro video

  • @iranapstablup1605
    @iranapstablup1605 2 ปีที่แล้ว +1

    started my ue 5 and got a little confused as to where is metasound so thanks for helping !

  • @Baleur
    @Baleur ปีที่แล้ว +2

    7:05 HOW do you do that? How do you get the "Add event for Trigger Box 1" in the level blueprint?
    Ive tried having it selected, ive tried dragging it in, nothing.
    Edit: oh my god you have to have context sensitive turned on....
    I never have that turned on (because it hides stuff). Oh man..

  • @jyun7360
    @jyun7360 3 ปีที่แล้ว +1

    Subed!

  • @Alaskanrefuge
    @Alaskanrefuge 2 ปีที่แล้ว +1

    Great video! thank you! did you notice the orb come over your shoulder at 00:00:35 and shoot over to the left side of the screen?....haunted house? but thank you for the vid my guy!!! hope you see this cause a response would be awesome!

    • @TheSoundFXGuy
      @TheSoundFXGuy  2 ปีที่แล้ว

      Well someone was definitely paying close attention to the video lol. In all seriousness though, I live it Florida. It was most likely a mosquito.

  • @ximanuelkantx
    @ximanuelkantx 3 ปีที่แล้ว +1

    Thanks for this! Do you plan to cover more on this? I would especially be interested in music system applications since this was always the thing where UE4 seemed lacking/not really made for to me.
    Also: Do you know if metasounds can access parameters from outside (like float/bool variables from other game systems)?

    • @TheSoundFXGuy
      @TheSoundFXGuy  3 ปีที่แล้ว +2

      I’ll definitely be diving into more and more as a get more familiar with it

    • @ximanuelkantx
      @ximanuelkantx 3 ปีที่แล้ว +1

      @@TheSoundFXGuy very nice! looking forward to it! :)

  • @iodinex64
    @iodinex64 3 ปีที่แล้ว +3

    How do you feel this compares to FMOD/Wwise? Seems to be more or less feature parity for most use cases, excluding the GUI approach of the aforementioned

    • @TheSoundFXGuy
      @TheSoundFXGuy  3 ปีที่แล้ว +2

      For the time being, I don't think it's going to be a total replacement but having more control over our audio in-house without the use of middleware is definitely going to be very useful to developers. Especially smaller teams who may not have a dedicated audio person. If they can do what they need to in the box without having to learn a whole new program it'll help speed up production times.

  • @iShrekedJoeMama
    @iShrekedJoeMama 2 ปีที่แล้ว +1

    I see that we can set the start of a sample inside this system, but can we set the end?

    • @TheSoundFXGuy
      @TheSoundFXGuy  2 ปีที่แล้ว

      You can. Make sure you have the Loop box checked and use the Loop Duration to determine your endpoint. If you want it to loop that section then nothing more is needed. If you only want it to play once and not loop, instead of linking your On Finished pin to the On Finished node, connect the On Looped pin to the On Finished node. This will trigger the MS to stop at the loop point instead of looping it.

  • @mjrmls
    @mjrmls 3 ปีที่แล้ว +1

    Is it possible to expose some of the audio parameters in the blueprint? Like if I create a metasound element with a sine wave oscillator, but I want to control the frequency of the oscillator from a blueprint?

    • @TheSoundFXGuy
      @TheSoundFXGuy  3 ปีที่แล้ว +1

      Great timing. I’m actually playing around with that right now trying to figure out if it’s possible lol.

    • @mjrmls
      @mjrmls 3 ปีที่แล้ว +1

      @@TheSoundFXGuy haha let me know if you get it to work

    • @TheSoundFXGuy
      @TheSoundFXGuy  3 ปีที่แล้ว +1

      I haven't forgotten about you. I just figured out how to change parameters using blueprints. I'll have a video out by the end of the week on it.

    • @mjrmls
      @mjrmls 3 ปีที่แล้ว +1

      @@TheSoundFXGuy Awesome! Looking forward to it 👍

  • @trainingwheels8337
    @trainingwheels8337 2 ปีที่แล้ว +1

    I see noone asking this, but how do I make the sound effect end after trigger? I tried Destroy Actor at the end, but it is not an actor, and also the Stop function in Audio section also gives a error. How could I do this? Thanks, great vid btw!

    • @TheSoundFXGuy
      @TheSoundFXGuy  2 ปีที่แล้ว +1

      It depends on what exactly you're doing. If it's a one-shot sound, you can set your interface to be "One-Shot" inside your MetaSound and use the "On Finished" node. This will automatically stop it once the wave file stops playing. If you're using something like looping music, referencing the MS in your BP and calling the stop audio function should work. If you're still running into issues, feel free to join my Discord linked in the video description. We had a lot of community members who are happy to help.

    • @trainingwheels8337
      @trainingwheels8337 2 ปีที่แล้ว +1

      @@TheSoundFXGuy Awesome man that was helpful, thanks a lot! 👍🏽✌🏽

  • @renatoe3417
    @renatoe3417 ปีที่แล้ว

    Hi, my outputs and inputs are blocked.. I can't delete for example "On finished" help

    • @TheSoundFXGuy
      @TheSoundFXGuy  ปีที่แล้ว

      Check your interface menu (on the left side by default). The "On Finished is tied to the "One Shot" interface. If you delete that interface, it'll delete the On Finished node.