I was expecting this to play a muffled sound through barriers but play an additional processed sound through openings at the same time. I'm starting to experiment with that in my own code (not Unreal), using convex nodes, with walls and openings. I'll see how it turns out.
@Xiaoxiao7383 ай бұрын
At 6:41 you add a color point and foliage location to a temporary array. But if i do the same thing and use a 'add unique node' from the temp collection array I don't get the inputs for a color point and vector, just to add a new color point vector array.
@gamedesra3 ай бұрын
Hi there. The temporary array is a collection of Soundscape Color Point structures. These structures contain a gameplay tag (the color point) and a vector array. To answer your question, after dragging out from a SoundscapeColorPointVectorArray variable into an add unique, right click on the blue input pin and click "Split Struct Pin". Alternatively, you can also drag off the blue input pin without breaking it and type "Make SoundscapeColorPointVectorArray". If this doesn't work, let me know what engine version you are using and I'll take another look to see if anything has changed. Hope this helps!
@Xiaoxiao7383 ай бұрын
@@gamedesra Cheers, a friend helped me out soon after I posted this. And yea I needed to split the struct pin as you said. Cheers for the video on this. Thanks to you I can now use the colour point system.
@DondondendDnd3 ай бұрын
I can't find any tutorial that talks about this, could you make one to understand how to implement it in my project? Here I have to implement that metasound to the character blueprint, right? help friend
@gamedesra3 ай бұрын
Hi there, there should be quite a few tutorials that cover footstep sounds already. One option would be to build on these tutorials and trace upwards as well as downwards, and from there you can use this distance returned from the trace to determine the depth. Another option would be to use a volume for your water source and compare the characters location to a relative Z height once they enter. Hope this helps!
@DondondendDnd3 ай бұрын
@@gamedesra not much, yes I know the theory but implementing it is the difficult part, thanks anyway friend, it looks very good on your project
@Xiaoxiao7383 ай бұрын
Any plans to put it up on the marketplace, I would definetly pay for a tool like this.
@gamedesra3 ай бұрын
No immediate plans; this project includes some third party components. This is mainly a demonstration of what is possible with scriptable tools from an audio approach.
@Xiaoxiao7383 ай бұрын
@@gamedesra What about putting it up on unreal snippets?
@TheGoldenArches773 ай бұрын
PLEEEAASE
@TheGoldenArches773 ай бұрын
please make a tutorial your the only person who actually has a working one, there's literally nothing else
@gamedesra3 ай бұрын
@@TheGoldenArches77 I’ll be sure to get something uploaded in the future because of all of the requests to do so. Right now is a busy time, so it might take a bit.
@pmishraofficial6 ай бұрын
Nicely explained.
@PEMBYSGAMINGWORLD6 ай бұрын
You stand in a location and an NPC walks toward you. How do you get the footsteps to get louder and louder the closer it gets?
@gamedesra6 ай бұрын
This is typically done through sound attenuation; you can define a curve that dictates how the sound falls off over distance.
@itshafeed7 ай бұрын
Very informative, thanks Rhys!
@arthiyaxn7 ай бұрын
no sonds spawn if I enter a value higher than 0 in "min color point number" and the sonds don't seem to spawn in the right place. I've been looking for two days and I still don't understand why it doesn't work. Can you help me?
@gamedesra7 ай бұрын
If sounds are spawning at 0, but not when there's a min color point number, it sounds like this might be a problem with the color point detection. This could be a number of things, such as the spatial hash, or more likely, it's that the locations are not being added to the subsystem as world-space, but rather relative. If you are still struggling to get it working after trying lots of approaches, it might be best to start over and add just one world location manually to the subsystem's color point collection, such as (500,0,0) in a blank level, and see if the subsystem spawns a sound there with a min color point number of 1 (also make sure your min spawn distances are set to 0 while you test this).
@arthiyaxn7 ай бұрын
@@gamedesra thank you for replying, In an empty scene, with a location of 500,0,0, if I set the point number to 1, no sound spawns. Do you have a discord? maybe you'd see something wrong with a screen capture?
@gamedesra7 ай бұрын
@@arthiyaxn Hi again. I'm afraid I don't have time to help people on a case by case basis at the moment, however, I spent a few minutes this morning on a demo project that you can find here (UE 5.3.2): drive.google.com/file/d/1LnlQKUfmSZZn9v7_MDKhblT4oT3frMNj/view?usp=sharing This contains one palette and one color set up to spawn at 1 min color point number, which might help you diagnose what's wrong with your own project. Do remember that the less points you have, the less likely your sound is to spawn unless you adjust your spatial hash. The necessary code is contained within the third person character blueprint and the level blueprint. I hope this helps!
@arthiyaxn7 ай бұрын
@@gamedesra Hi, thank you very much! It's going to take me a while to find out where the error came from, but I think I can do it.
@szihu7 ай бұрын
Saving for future self if a need for such feature arises :) Please do more UE5 (&Wwise) audio stuff!
@thegreatdanish87818 ай бұрын
For some reason UAkGameplayStatics does not come with ExecuteActionOnPlayindID. Has this been changed recently? In AudioKinetics docs, it is under Ak::SoundEngine Any help on this would be appreciated. Also, is there a resource, you can link to about coding with Wwise in Unreal? Edit: Saw your video talking about the function being deprecated. Still, any good resource on coding with Wwise would be a godsend. Thanks, man. Keep up the good work.
@alexkokorin79808 ай бұрын
Thanks for the very interesting video, but there is one thing that I didn't understand. In the Multi line trace by channel node, when selecting trace channel options, you have Wwise occlusion, and when I tried to reproduce this in my project, I didn't find it. Please tell me what needs to be done to make this option appear
@gamedesra8 ай бұрын
Hello, this is a custom trace channel defined in the project settings, it does not exist in the engine by default. While you can use the visibility channel, there may be certain objects that you don't want to be blocking the trace, so it's sometimes better to make a custom channel as I have. I hope this helps!
@finfamous25468 ай бұрын
I'm stuck at 7:04. How did you make that set node take a vector array structure but output a color collection? Have I completely misunderstood what is happening there?
@gamedesra8 ай бұрын
Hi there, sorry for not clarifying this. Break the input of the soundscape color point collection structure variable and this will give you an array input (the contents of the collection). Hope this helps!
@finfamous25468 ай бұрын
@@gamedesra Thank you for the fast reply! I didn't realise you could split pins on set/get nodes. This will be very handy
@nizd31289 ай бұрын
Excellent thank you, more c++ please. 👍
@MuiMui5553 ай бұрын
Agreed
@gamedesra9 ай бұрын
Hi guys, be sure to check out the alternative approach in my latest video: kzbin.info/www/bejne/foXMmpeCqdh5qLMsi=pCWRZ9g0D32awVxl Unlike the method in this video which is intended for procedural environments, this does not rely on tracing and writing to structs at runtime.
@joon18099 ай бұрын
Thank you for the video! I thought that this is so awesome so i tried to implement this in my project. but at the last part, if i add vector arrays to temporary collection variable, the sound doesn't spawn at each foliage location. it just spawn in random locations. can you share the knowledge about this?
@gamedesra9 ай бұрын
A couple of things come to mind. When getting the instance transform of the foliage instance static mesh component make sure to tick "world space". If you need it in local space for whatever reason, then you can always use transform location to convert back to world. Let me know if this solves the problem!
@joon18099 ай бұрын
@@gamedesra Thank you for replying! I tried few ways, so i found that the problem is color point problem not a vector array. because I tried this trace method in another way which is not a soundscape system, so i checked all the foliage vectors stored in vector array variable.
@joon18099 ай бұрын
@@gamedesra can i ask one thing at last? if i add array vectors to colorpoint collection with colorpoint and then run add colorpoint collection node, are audios going to spawn at vector locations?
@gamedesra9 ай бұрын
@@joon1809 Should do. If you have any problems then make sure to check: - Your hash sizes. - That your colors have your color points defined in the advanced spawn behaviour. - Your colors are present in your palette, and the palette is applied to the project. - If you are using states, make sure that this has been set as well. - As mentioned at the end of the video, you might encounter issues with negative Z world height for colors with clamped height, just something to keep in mind.
@joon18099 ай бұрын
@@gamedesra Thank you so much!!👍
@masonvictoria4873 Жыл бұрын
Hi Rhys! This is incredible. Is the repo available anywhere? I’m curious to look into the functions more
@gamedesra Жыл бұрын
Hi Mason, thanks for the comment. I have updated this video with a link to the project zip in the description for free. Let me know if you have any problems!
@masonvictoria487310 ай бұрын
@@gamedesra Amazing! Thank you so much for sharing your knowledge.
@GuitarWisdom Жыл бұрын
this is apparently the only explanation of implementing color points on the entire internet. Looks like you spent a long time figuring this out. Thanks for the video. In classic Unreal form they've done nothing to explain any part of this, and Dan's videos hint mysteriously at his "spatial hash" or whatever, and that's it. I suppose I could delve into the city project and see what he did but I have a feeling it's going to be over my head. I stupidly thought I could just tag some meshes or something and it would just work. Ha! Your system looks good but adding traces to the project feels like something my developers are going to yell at me about later. Hopefully I have some time to try this method.
@gamedesra Жыл бұрын
Thank you for the comment! You're 100% right to want to avoid traces, there's definitely a more optimized way to deal with the data. Wishing you the best with your project!
@HardeAnalise Жыл бұрын
very nice, you can make a tutorial? tnks
@gamedesra Жыл бұрын
I have a few upcoming videos planned, but I can certainly note it down for a future upload!
@szihu7 ай бұрын
Definitely don't stop them coming@@gamedesra this is so much cool stuff newbies like myself can learn about in my early days as the Sound Designer (+ implementer) job :)
@sergeiaksenov2365 Жыл бұрын
Awesome work! any chance if you would make full tutorial?
@gamedesra Жыл бұрын
Thank you. I have a couple of other videos planned already, but I’ll definitely do one on crossfading in general later down the line.
@bringfire5 ай бұрын
Are you using physical materials to detect surface changes?
@Kulimar Жыл бұрын
Is there a tutorial or marketplace file for this?
@gamedesra Жыл бұрын
Hello. At the time I was focused on showcase content, however, I am beginning to make tutorial content now. You should be able to recreate this in Metasounds with a float input plugged into the pitch; combine this with trigger inputs to stop and start the sounds and you're set.
@Kulimar Жыл бұрын
@@gamedesra Thanks! Actually I was more interested in the capture point logic 😂
@gamedesra Жыл бұрын
You could do this in many different ways. You could store an array of actors and check against the array when a player/enemy enters/exits, or add/subtract from two integers on the point that represents the number of players from each team within.
@Kulimar Жыл бұрын
@@gamedesra Thanks, yeah I've managed to figure something out for it.
@MiloGiraldo-Soundtrack Жыл бұрын
Hi there Rhys! Really good content man, I discovered you in Airwiggles and just that makes the platform worth it! I wanted to ask you if you made up this experimental environment yourself! Looks like it, I would like to do the same and would like to know where to start! Cheers and thanks!
@gamedesra Жыл бұрын
Hello, thanks for the comment. Yes, I made this environment myself mainly for presentation purposes; I have been using it less and less recently, as it takes longer to load each time I add to it. If you want to set up some sort of testing environment, I would suggest using different maps for things such as reverb, footsteps, splines, and so on. Just add as you go. A custom character might be good to practice different sounds as the player walks beside footsteps, such as equipment. Hope this helps!
@iaminaudible9636 Жыл бұрын
Awesome video! Thank you :)
@thomasfritz6895 Жыл бұрын
Great video, thank you for sharing this ! Looking forward for next topic
@cabab Жыл бұрын
great video,but omg,how you visualize those sounds.....need some tips...
@gamedesra Жыл бұрын
Have a look at the commands here: docs.unrealengine.com/4.26/en-US/WorkingWithMedia/Audio/AudioConsoleCommands/ I believe the one I used in this video was au.3dVisualize.Enabled 1
@cabab Жыл бұрын
@@gamedesra thx!!!a lot of help!
@mustafagpr9233 Жыл бұрын
every thing in video or just upload screen shoots from the blue print
@mustafagpr9233 Жыл бұрын
can u tell us how u made this in video plz
@gamedesra Жыл бұрын
My channel is predominantly showcase videos at the moment. When I have more time I’ll move towards tutorials if people are interested 👍
@mustafagpr9233 Жыл бұрын
Believe me this is any video in KZbin show that u will be so famous when u uploaded this video u will get alot of views and sup
@cramosaurus8853 Жыл бұрын
how did you get the sliders to save their values when opening/closing the widget?
@gamedesra Жыл бұрын
Hello. These are retrieved from a struct variable on a save SaveGame Object when the widget is constructed. Hope this helps.
@tritonedelta3464 Жыл бұрын
The publishing rights for Mozart and Beethoven are royalty free, but the recording rights are not. The recording rights belong to whoever owns the master recordings of the performances you are using (often the record label) and will only enter public domain after their copyrights have expired.
@brucev9166 Жыл бұрын
Promo sm
@homerosanchez8481 Жыл бұрын
For your final section on miscellaneous environment sounds, are you retargeting the position of the soundscape color playback at the crow's position? I was trying to figure out if that Crow call was playing through the Soundscape system or different means. Inspiring work!
@gamedesra Жыл бұрын
Hello. If this was a group of crows I’d likely use the colour point system, because the player would not be able to identity if the spatialisation is slightly off. For static individuals like the crow in the video however, I just handled it manually. I hope this answers your question.
@homerosanchez8481 Жыл бұрын
@@gamedesra It does, thanks. I figured you handled it manually since the sfx emitted at the crow location, but wanted to ask in case you had come up with a way to retarget audio from a random location in the color point spatial hash grid to a specific actor if it happens to be in the area. Thanks for answering, and impressive work!
@gamedesra Жыл бұрын
@@homerosanchez8481 Perhaps that’s an idea for a future video. I’ll be starting a small C++ series soon so I may tweak a few things in soundscape.
@urmanga7379 Жыл бұрын
Great!
@liammitchell1177 Жыл бұрын
Sounds amazing dude
@gamedesra Жыл бұрын
Thank you very much 👍
@zleepyMatt Жыл бұрын
🔥
@knd33xo Жыл бұрын
We need this system in Apex Legends T_T hahaha
@zleepyMatt Жыл бұрын
the way you edit your videos is so helpfull and unique, keep it goin man
@gamedesra Жыл бұрын
Thank you, it means a lot!
@shannenmr Жыл бұрын
I have seen in their documentation you can create Platforms and they have talked about Sub-Platforms and then you can have different settings like this video per platform by unlink'ing them etc BUT from the documentation its not clear how you expose / tell your UE game when it starts up what Platform it should be using ?
@gamedesra Жыл бұрын
I have not looked into this aspect too much, but I believe platform-specific settings should apply when you package your game for the respective platform.
@shannenmr Жыл бұрын
@@gamedesra The documentation talks about potentially creating like Android_Low or Windows_Low subplatforms but I couldn't find how you would load them, at least not for UE because there was some C# Unity code I found
@shannenmr Жыл бұрын
Nice I didn't get a notification of this video earlier, its certainly interesting and would be cool to see if take into account a Physical Material type and maybe applying different effects depending on that + if the sound is above or below... also how does this work / interact with the Portal system in WWISE for doorways etc? Your debugging looks like what they show in the YT video "Tom Clancy’s Rainbow Six Siege - Sound Propagation", have you seen that and what they are doing there and incoporated any of those ideas ?
@gamedesra Жыл бұрын
I have not had a chance to check out R6 content yet, maybe that is something for the future. In the conclusion I mentioned CSGO and physical materials, which is something I want to explore in another system. Perhaps a later video on this will also include the Wwise portal system with a spatial volume to work alongside it.
@shannenmr Жыл бұрын
Have you though about good ways to represent vertical audio (e.g. someone running on the door above or below you) well with WWISE, maybe using low and high pass filters depending on the angle and dot product from the camera to to sound source.
@gamedesra Жыл бұрын
I am working on a non-binary spline based occlusion system soon to drive a low pass filter in both horizontal and vertical spaces. Hopefully this will cover what you are talking about.
@shannenmr Жыл бұрын
@@gamedesra I found a Blog by Alex Hynes that uses splines in the environment to help with audio travelling between rooms and around corners but its extra level design work but it was pretty old and unmaintained