interesting approach, thanks for sharing! Curiousity: by clamping a -1000/1000 value to 0 1 are you actually obtaining a folding in the wave? = increasing the speed at which the variation happens? or you are just limiting the values?
@DanReynoldsAudio13 күн бұрын
I only want extreme values, 0 or 1. So I'm exaggerating the noise to result in steep slopes that after clamping are effectively only 0 or 1.
@TheHorseValse14 күн бұрын
Cool!
@lucaluigi357114 күн бұрын
very nice very nice
@TheSoundFXGuy14 күн бұрын
Very nice. I can see this being adapted to a walkie-talkie/radio broadcast based on distance to "signal source".
@DanReynoldsAudio13 күн бұрын
Definitely or going through a tunnel or like a Silent Hill kind of thing.
@thejonathanhull14 күн бұрын
Incredible tutorial and really helping me work through a sudden change from Wwise to MetaSounds. One question: What is the best way to re-start the loop after the stinger/ending has finished?
@paraciteofficial815519 күн бұрын
12:37 How did you do that? You clicked a node and it opened up like it was a group.
@oleksiimomot321823 күн бұрын
This tool looks amazing! Thx a lot for sharing the information about it.
@expansom24 күн бұрын
Thanks Dan , and I do understand why you called very initial experimental tool - solo and mute are things in a digital domain dating 1980´s , all the other stuff was already developed by 3rd party like debug stats , meters and stuff! I do feel that audio again always comes last , undervalued with these things! There are HDR, EQ side chaining and other stuff that Wwise and others are doing pretty well , dont see Unreal very interested on that , just really basic stuff which is a shame to be honest! But thanks at least to have a feature that we know what we actually hearing in game :) I guess thats a start .
@ЛюдмилаЧичекинаАй бұрын
Its interesting how to make knob which changes wave-form
@ЛюдмилаЧичекинаАй бұрын
Cool
@MillenniapedeAudioVideoClubАй бұрын
so helpful!
@hellomistershiftyАй бұрын
Is anything new in the Soundscape beta added to 5.4?
@VRchitectureАй бұрын
Thanks you very much Dan for all the stuff you’ve explained to us 🙏🏻 P.S. Lil Photoshop tip: whenever you use two colors only, just assign them as the primary/secondary once and you’ll be able to switch between those by pressing X
@DUSKOsoundАй бұрын
Thanks. Valuable insights
@Five2ndАй бұрын
This is exactly what I want to do but got completely lost the second you opened the "classic throw the widget on the screen" blueprint and I never recovered! Absolute n00b here. How can I get to a point of understanding literally anything you're talking about here?
@AllPinballFanatic2 ай бұрын
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
@andrewvanhassel2 ай бұрын
Loving this. Thanks Dan!
@lucaluigi35712 ай бұрын
I wonder how to execute trigger parameter in bp’s to be in sync with my clock. I have a music system metasound and a separate metasound with the need of executing trigger parameter to play the sound. Shall I just do a play quantized that metasound and then execute parameter with some gate stuff inside metasound or maybe it is possible to execute parameter in time sync directly in blueprints. Thank you for all of your videos and sorry if this question is stupid.
@GuitarWisdom2 ай бұрын
Sleeper is right. I had no idea this was in there. Also there's something comforting about watching you struggle with a command and wondering if they changed it, the same way the rest of us do 😆. Guess I will go badger the devs some more about moving to 5.4!
@owencoopersfx2 ай бұрын
Nice. Looking good!
@richvreeland2 ай бұрын
neat ! cool music too ; ) hope you're doing well
@Xperto_2 ай бұрын
> Does music and sound for Epic Games > Recording has background noise
@DanReynoldsAudio2 ай бұрын
I did apologize for the fan noise in the description 😅
@Xperto_2 ай бұрын
@@DanReynoldsAudio just kidding lol
@DavideCastagnone2 ай бұрын
Hey Dan, super interesting. I tried that during the last days and this feature is totally a game changer, very curious to see the next updates. Usually i create widgets or editor utility widgets but in this way, will be interesting to have a ready tool in our hands, thanks
@DanielGrayMartines2 ай бұрын
спасибо, правда интересно.
@TheSoundFXGuy2 ай бұрын
I've been using this constantly. Great for checking levels with a ducking system implemented, finding rogue sounds that might have an attenuation missing, debugging audio options menu sliders, and the list just goes on and on. Far more informative than the Editor Utility Widget that was posted a while back in the community forums.
@DanReynoldsAudio2 ай бұрын
Awesome, yes. It's great to see community members make new tools with Editor Utilities, but nothing beats a first-class tool. And it will only get better over time!
@vinnieshuda2 ай бұрын
omg. im in love :D omg submixes, graph, volumes, peaks... can be this more perfect?! ^^
@lucaluigi35713 ай бұрын
crazy stuff
@zoise-dev3 ай бұрын
Thanks a log, I was struggle with the fact that my Camera wasn't in the volume until this video. Thanks :-)
@VK-19983 ай бұрын
How did you connect MusicPlayer node to GET node? When I create GET node it doesn't have a pin for the music player.
@markguilard3 ай бұрын
You made a perfect tutorial! You are great!
@tony5D4 ай бұрын
Clever, thanks! Is there a way to make the Wave Player just play in reverse without having to make a reversed version of the sample?
@DanReynoldsAudio4 ай бұрын
No, the amount of work required to make it so outweighs the demand for such a feature. Additionally, it would not be cheap on your runtime memory.
@tony5D4 ай бұрын
@@DanReynoldsAudio Fair enough, thanks!
@DanReynoldsAudio4 ай бұрын
@@tony5D There may be some alternatives in the future. For example, if you have a short sound, you can already use the WaveTable assets and nodes. But generally to do something like this you need to decode the entire file into a giant table, which again as stated above is not cheap on runtime memory for things like whole songs. If all you're doing is music stuff, then you probably have space, but if it's for a game, that's more complicated. My method has the same result, but it a bit cheaper and uses the stream cache and is only playing two files during the very short crossfade moment.
@tony5D4 ай бұрын
@@DanReynoldsAudio Thanks Dan. I’ve been making something a little like Digitakt in Unreal so was hoping for a checkbox to reverse one shot samples in WavePlayer or similar. But I was assuming the sample is already in memory and it’s just a case of setting start time and playback direction, so it’s helpful to know that’s not the case!
@DanReynoldsAudio4 ай бұрын
@@tony5D Use the WaveTable. You can create a WaveTable from your SoundWave samples and there are a bunch of wavetable related nodes for using them, I think there's a way to play them backward.
@Calliebonker4 ай бұрын
This is really cool Dan! Is there any chance you can go into more detail on how this effect was achieved? It would be really helpful for a project I am working on currently
@DanReynoldsAudio4 ай бұрын
I think the only thing I glossed over was the safe seek, that's just clamping my seek times because I'm adding one buffer to my seek time since the playback values are delayed by a buffer.
@brianmichaelfuller4 ай бұрын
Sweet!!
@nicholassinger31534 ай бұрын
Thanks for this! Is there a way to set loop regions for samples within the fusion sampler? So we can use it for sustained notes?
@maiworld_5 ай бұрын
super dope. let's go
@pamparam34955 ай бұрын
Frankly speaking too much blah blah
@musicoasis49045 ай бұрын
I knew I missed some important tutorial ... lol
@MattSpendlove5 ай бұрын
Aha, nice! And so, the higher level tooling begins :) It’s a great start but I suppose one of the issues now vs a DIY patch is we start to compare to DAW soft samplers etc and by that metric this is pretty rudimentary. Still, I look forward to digging in. One obvious feature that’s missing for me is varying step lengths per sample for poly meter goodness. Thanks for the intro Dan.
@primitivepatterns5 ай бұрын
Sweet vid! Is it possible to change the hits in each row from in the game somehow?
@britnirausch5 ай бұрын
oh heck yeah 👀
@GuitarWisdom5 ай бұрын
If only this could've made it into 5.3. I made my own single sample player that functions, but it's unsatisfying without midi and I don't think I will do the work to try making it multi sample.
@DanReynoldsAudio5 ай бұрын
All the 5.4 stuff is a result of the huge efforts that went into Fortnite's Big Bang and the release of LEGO Fortnite, Rocket Racing, and Fortnite Festival last December. Thankfully, 5.4 release is just around the corner!
@TheSoundFXGuy5 ай бұрын
I totally missed the right click create fusion patch. Thank you so much for pointing that out.
@DanReynoldsAudio5 ай бұрын
Super sneaky! Same for me. Had to ask one of the Harmonix folks!
@brianmichaelfuller5 ай бұрын
I know what I’m doing this weekend! 🎉
@ashoakenfold5 ай бұрын
Not sure if I missed it, but can you dynamically add/remove notes to the step sequence at runtime?
@DanReynoldsAudio5 ай бұрын
You can during preview, I THINK you can during runtime though I'm not sure. The Step Sequencer is basically the same step sequencer in PatchWorks, so I suspect yes.
@danieljcage5 ай бұрын
Sweet!
@lucaluigi35716 ай бұрын
CRAZY STUFF thanks
@rayner83306 ай бұрын
AMAZING! Thank you Dan. Do you have any more information on how to import markers as cues in metadata in other DAWs that the metasounds can read?
@MaraldBes6 ай бұрын
Great another vid from the source.. keep them coming! Btw Your keyboard hits are killing my subwoofer. I would high pass this video around 80 hz as your hits are really really hard.