Understanding MetaSounds: A Technical Guide For New Designers

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  • เผยแพร่เมื่อ 3 ต.ค. 2024

ความคิดเห็น • 26

  • @GuitarWisdom
    @GuitarWisdom ปีที่แล้ว +4

    This was great and quite a bit more useful than most of Unreal's own streams. The panel format just doesn't work that well for instruction. Thanks for doing these.

  • @TheSoundFXGuy
    @TheSoundFXGuy ปีที่แล้ว +3

    Thanks so much Dan. Sharing this with my Discord server.

  • @shempii
    @shempii ปีที่แล้ว +1

    9:20 YES Dan please, this would be phenomenal. Opens up so many incredible uses for interactive music/sound

  • @patrikbaboumian
    @patrikbaboumian ปีที่แล้ว +2

    Thank you for putting these videos out Dan! It's awesome to have all this information from the "source" :)

  • @leehammoud
    @leehammoud ปีที่แล้ว +1

    Exactly what is needed for metasounds introduction, thank you

  • @mrLamma
    @mrLamma ปีที่แล้ว +1

    Best video i watched this year. Thank you Dan!

  • @mrbackzpace
    @mrbackzpace ปีที่แล้ว +2

    This a great explanation of what metasounds is and is not. Excellent guide for those considering using this new toolset. Thanks Dan , excellent work!

  • @13longlong13
    @13longlong13 ปีที่แล้ว +1

    Thank You Dan! Very useful !

  • @itaimatos
    @itaimatos ปีที่แล้ว +1

    Great fundamentals presentation, thank you Dan!
    I wish there would be additional interfaces for metasound, especially MIDI in, or an easy quartz clock inlet.
    Cheers

    • @DanReynoldsAudio
      @DanReynoldsAudio  ปีที่แล้ว +1

      All of that is on the road map, though I'm not sure when.

  • @Gatlen_Shado
    @Gatlen_Shado ปีที่แล้ว +2

    Good stuff, gonna have to go through this a few times to get it all. Would love to see a few practical examples for what is covered in this video. Such as the play on nearly finished.

  • @marcfruchtman9473
    @marcfruchtman9473 ปีที่แล้ว +1

    Thank you for this in depth review.

  • @saxelectro
    @saxelectro ปีที่แล้ว +1

    Very Useful! Thanks!

  • @AidanNewsome
    @AidanNewsome ปีที่แล้ว +1

    Thanks Dan 🙌

  • @alteeguitar
    @alteeguitar ปีที่แล้ว +1

    Very helpful. Thank you!

  • @marcuslawson4632
    @marcuslawson4632 ปีที่แล้ว +1

    Great video. Thanks!

  • @johnoestmannmusic
    @johnoestmannmusic 7 หลายเดือนก่อน

    Awesome stuff - thanks Dan!

  • @ArthurBarthur
    @ArthurBarthur ปีที่แล้ว

    Fantastic as always 😎

  • @JeshuaW
    @JeshuaW ปีที่แล้ว

    I think a lot of folks would be more open to metasounds if it was marketed as one part of a larger audio ecosystem. It's not a replacement to Wwise, but an addition to your design workflow. I do hope that Epic begins to focus on mixing games with UE audio in the near future. Managing large sets of files, bussing, and the like gets really confusing with all the places things can be overridden. A true audio mixer view is what we need to replace soundclasses. Additionally setting params with strings/names in the metasound graph just seems ripe for error on large teams. I love studying metasound in my free time, but I don't see an easy path of integrating it with dozens of audio designers at work on a project without lots of policing in its current form.

  • @AllPinballFanatic
    @AllPinballFanatic 2 หลายเดือนก่อน

    Can You tell me how can I set Sound Concurrency for my Metasound ? In Edit Metsound Settings I don't have it. UE 5.4.2

  • @cabab
    @cabab ปีที่แล้ว

    GGGreat video!but I have a question, is there any different from Metasound Patch and Metasound Preset?? When I create the Preset, I found it will automatically create the graph that I can use in other Metasound Source. In this case, maybe it's no necessary to create patch??

    • @DanReynoldsAudio
      @DanReynoldsAudio  ปีที่แล้ว

      A MetaSound Patch is a sub-graph with arbitrary ins and outs. A MetaSound Preset is a variant of a MetaSound Source with different Input data.

    • @cabab
      @cabab ปีที่แล้ว

      @@DanReynoldsAudio Thxxxx!!! I think I figure it out

  • @_DamianSanchez
    @_DamianSanchez ปีที่แล้ว

    Thanks for this video Dan, if may I ask something related to 16:47:
    If an Audio Component which is playing a 'non one-shot' Metasound is destroyed in the Game Thread (Stopped or Faded Out to 0.0), will that Metasound be automatically "finished" also?
    Or will it stay in the Audio Thread infinitely?
    thanks!

    • @DanReynoldsAudio
      @DanReynoldsAudio  ปีที่แล้ว +2

      As a safety, any time an Audio Component is destroyed, its associated sound is stopped. This is also why if you do not cache your Audio Component in a variable, Garbage Collection can come along and destroy your Audio Component and stop your sound before you wanted.

  • @eldflaug3770
    @eldflaug3770 ปีที่แล้ว

    Hei Dan! Thank you for all this videos. They help us so much! you explain really well! :D I am watchiing this and understand when th ,,On FInished" should do - but for some realson it does not work for me... maybe you or someone here can help... I have a Metasound in a project Im working on, and I connect ,,On Finished" and make the sound Auto destroy itself when I spawn it into the world... but it still lingers in the world and takes up sound slots. There are 32 slots, and after some gameplay it is full. I use au.debug.soundwaves 1. debug message to see the slots and how many are in use. That is really helpful, but still the sounds play on forever. Only way I have found is to make delay for h ow long the sound is and then use ,,Is Valid" and then ,,Stop".... But I thought I might be missing something really basic :D I would be really happy if someone can help me or give idea