Hi, Brian. Thank you for your videos! It s really usefull information. And I have question: I recently implemented a fairly large interactive music system entirely in metasound and it looks (as it seems to me) a simpler and faster way. What is the advantage of the quartz system if we can also fully synchronize the inclusion of different layers and patterns in the metasound? I've always avoided quartz just because everything works out in metasounds😅
Quartz is useful when you need to trigger different metasounds to start at exactly the same time. If you only have ONE meta sound, then it is not necessary. Also, with quartz, you can time other non-musical events inside of blueprints, such as explosions, Niagara effects or other game logic.
As an Audio Designer myself, I would like to ask if it's worth to use something like MetaSounds OVER quartz for a classical track based game with dynamic music. I've used both, but my issue with Metasounds is that we can't connect the tracks to a clock (Not to my knowledge at least)
Quartz is designed to be a part of the MetaSound ecosystem. Quartz is simply a way to schedule frame accurate audio events on the audio render engine. You would use Metasounds and Quartz together to trigger perfectly synced musical events
The Quartz clock sets the metronome and can schedule Metasounds to start at exactly a quantized musical beat. Inside the MetaSound you can have the bpm continue on with perfectly synced triggers
Another great tutorial! I followed all the way through. The only thing is that after you trigger all the instruments on and then back off. If you trigger them on again, when you trigger them off the 1 second lerp doesn't work. It just goes straight to silence. Any way to fix that?
For a game with time signatures changes in the music and a lot of interactivity of music + gameplay (not a rhythm game but similar things like enviroment triggered with the music) Do you recommend using learning Quartz for the immplementation or directly using Wwise/Fmod? (none its very familiar to me) It is a UE 5.2 project! And its a first person thriller/adventure/puzzle Game Thanks in advice and sorry for my English
Quartz can easily handle time signatures and tempo changes. My next video coming out this weekend explores generative music and quantized quartz clock events. Look for the “Wild West Generative Banjo” video. Also, if you’re serious about gaming, I would go ahead and learn WWISE as well! But a Metasounds can do all that you need
Thanks!!!! I had the doubt cause there is not too much info about quartz limitations in UE5 and a lot of people that say that Quartz can make a lot of things, also more things than Wwise (in rythm games, for example, where music is mixed with gameplay)@@brianmichaelfuller
It seems to be the most simple and well-explained video about Quartz.
u are the best man !
Just wanted to say I really appreciate these videos. Really thoughtful and interesting.
Nice to see that double-click accidentally opening up visual studio is a common struggle XD
Ha! Yea so annoying!!!
Yo this is ridiculously high quality. Concise info, clear explanation, great visual/audio fidelity.
What you use to show what's being typed?
Thank you so much! I use Bandicam for screen and mouse capture.
Hi, Brian. Thank you for your videos! It s really usefull information. And I have question: I recently implemented a fairly large interactive music system entirely in metasound and it looks (as it seems to me) a simpler and faster way. What is the advantage of the quartz system if we can also fully synchronize the inclusion of different layers and patterns in the metasound? I've always avoided quartz just because everything works out in metasounds😅
Quartz is useful when you need to trigger different metasounds to start at exactly the same time. If you only have ONE meta sound, then it is not necessary. Also, with quartz, you can time other non-musical events inside of blueprints, such as explosions, Niagara effects or other game logic.
@@brianmichaelfuller Thank you. Perhaps I really need to know more about this
@@huskystudio4810 th-cam.com/video/O53kyiiS9AU/w-d-xo.htmlsi=NlSEZ_LSuV73Kdef This is an example of using Quartz for other gameplay things...
As an Audio Designer myself, I would like to ask if it's worth to use something like MetaSounds OVER quartz for a classical track based game with dynamic music. I've used both, but my issue with Metasounds is that we can't connect the tracks to a clock (Not to my knowledge at least)
Quartz is designed to be a part of the MetaSound ecosystem. Quartz is simply a way to schedule frame accurate audio events on the audio render engine. You would use Metasounds and Quartz together to trigger perfectly synced musical events
The Quartz clock sets the metronome and can schedule Metasounds to start at exactly a quantized musical beat. Inside the MetaSound you can have the bpm continue on with perfectly synced triggers
Another great tutorial! I followed all the way through. The only thing is that after you trigger all the instruments on and then back off. If you trigger them on again, when you trigger them off the 1 second lerp doesn't work. It just goes straight to silence. Any way to fix that?
Hmmm let me see if I can replicate that. Double check your do once trigger gates in the meantime. Make sure the gates are opening back up
For a game with time signatures changes in the music and a lot of interactivity of music + gameplay (not a rhythm game but similar things like enviroment triggered with the music)
Do you recommend using learning Quartz for the immplementation or directly using Wwise/Fmod? (none its very familiar to me)
It is a UE 5.2 project! And its a first person thriller/adventure/puzzle Game
Thanks in advice and sorry for my English
Quartz can easily handle time signatures and tempo changes. My next video coming out this weekend explores generative music and quantized quartz clock events. Look for the “Wild West Generative Banjo” video.
Also, if you’re serious about gaming, I would go ahead and learn WWISE as well! But a Metasounds can do all that you need
Thanks!!!! I had the doubt cause there is not too much info about quartz limitations in UE5 and a lot of people that say that Quartz can make a lot of things, also more things than Wwise (in rythm games, for example, where music is mixed with gameplay)@@brianmichaelfuller
yes no doubt! Quartz is extremely powerful!!!
@@kriszred
Is this a Wwise replacer?
Not completely but it does get it a lot closer to those capabilities
Your video is uploaded in 360P low quality I think something is wrong?
Try a refresh and change the quality settings