much more straightforward than making it with bp and quartz, cant wait till we start working with metasounds and use metasound functions as soundclasses and basically mimic a fully optional mixer.
@DanReynoldsAudio2 жыл бұрын
Yeah, Quartz is still good if you want to chain together many music segments though, or if you need synchronicity across many sounds or across many actors, etc.
@bylina772 жыл бұрын
Weirdly I understood everything :D
@theonogueira2 жыл бұрын
One thing I noticed for Metasound is that even when a sound isn't playing (i.e. when the intro plays and the other loops don't), the lines still show signal for all of them. On Soundcues, the signal would only show for the ones that were actually playing. Is that something that will change?
@theonogueira2 жыл бұрын
Also, I love the timecode counter on top... it would be great if we could add a current BPM / Time signature to it... :)
@DanReynoldsAudio2 жыл бұрын
Yeah, I improved visualization is on the road map, just didn't make it for 5.0 release.
@DanReynoldsAudio2 жыл бұрын
Yeah, that could be cool, it'd be nice if you could just customize the counter to any type of units.
@nightonmars2 жыл бұрын
Very cool! Is there a reason why you're not using arrays to store the different gates for the cues?
@DanReynoldsAudio2 жыл бұрын
What do you mean by "gates for the cues?"
@nightonmars2 жыл бұрын
@@DanReynoldsAudio I"m overthinking it and keep mistaking that triggers/gates are the same in Metasound. I also realised that the send system is obviously been replaced by the variables so my brilliant plan wouldn't work anyway. As you were and ignore me 😂
@Laudplays2 жыл бұрын
I'm dumb, what is a MetaSound and what are some practical ways to use them in games?
@koile16282 жыл бұрын
MetaSound is a new way to give Sound logic in Unreal. That can go from building music sequencer to audio synthesis to creating audio logic for a Steam Train that you can control by ingame parameter from your blueprints. It's very versatile in it's use, but you can use it for anything that is progressiv or procedural really.
@DanReynoldsAudio2 жыл бұрын
Yeah, MetaSounds are the new way to design in-engine sound sources (and eventually effects) and future-facing with lots of features around procedural audio generation. They also expose a lot of DSP features that would normally require a programmer to use, so they bring a lot of value to sound and music designers working in UE5.