this is really, really cool. thank you dan for being the prime source for all the new UE audio tech!
@DanReynoldsAudio4 жыл бұрын
For sure! Trying to get the info out there as soon as possible so people can dig in!
@adamblock14 жыл бұрын
This is my favorite feature to date. Thanks for the video!
@Xperto_4 жыл бұрын
I like that there's no need to use c++ or BP for this
@DanReynoldsAudio4 жыл бұрын
Totally! It's a super convenient way to manage Submix Effects and the dynamic Sends are super intuitive when you think about volumes and spaces.
@marcoieraci2 жыл бұрын
i cant find sumbix. it doesnt give me any option
@ning4873 жыл бұрын
Is it possible for this to work with different priorities in the overlapping audio volumes?
@DanReynoldsAudio3 жыл бұрын
I think it will use the Priority System just like the Ambient Zone system--I believe it was added next to that system in the code to replicate the conditions and paths.
@renatoe34173 жыл бұрын
Can you tell me an specific game situation example to use this? any situation with the character being on a building, house, cave, etc
@DanReynoldsAudio3 жыл бұрын
Let's say you had a magic bubble zone and when any sounds from inside that magic bubble zone have a weird sound processing on it, except when you are inside the magic bubble.
@IgraphyRupage3 жыл бұрын
Is there option to play sound by channel (left/right)? I need it for some vr project. Thanks in advance
@DanReynoldsAudio3 жыл бұрын
If it's a stereo sound, you can use the Stereo Panner Source Effect to pan it manually.
@IgraphyRupage3 жыл бұрын
@@DanReynoldsAudio thanks! I'll try it
@craigowen5113 жыл бұрын
Hi Dan, thanks for the Video. There are two Problems however with the current system perhaps you can help me? 1. The Reverb is not spatialised so when I am trying to do source based reverb e.g. an enemy player in a building. The reverb is still 2D which mean it sound like I am also in the area that the enemy is in. It also muddies the mix and can be confusing for player as the reflections sound like they are coming form the opposite direction. 2. I agree with Carsten, and your reply to him is exactly the problem. I use occlusion settings for important moving objects such as AI. But if I have to select apply ambient volumes the settings I have used for ambient wind loops etc. also affects the creatures. so normally running through a door would just duck the ambiences but now because i want to use sourced based reverb on my AI I also have to apply the ducking affect to their sound classes. Are there any ways around these two problems? I know when I use a source effect it get spatialised with attenuation so there must be a way to route the the source bus also through the directionality of the attenuation as well. additionally if the attenuation is inside the audio volume it should get that source bus setting independent of sound class which is linked to "apply ambient volumes."
@DanReynoldsAudio3 жыл бұрын
One thing I've found helpful is using a Mono-to-Stereo convolution reverb setting as it generally only excites the channels the dry audio excites and there's no cross-talk between the channels. It does help give the impression of a location for the reverberation that I've found useful on spatialized sources. The main problem is Audio Volumes suck. They just aren't very useful and the "apply audio volumes" setting on Sound Classes also sucks. What we're looking at is actually replacing Audio Volumes with a modular/expandable volume that will allow a more robust future for doing cool shit like adding source buses to an audio volume to simulate reverb from sounds in that volume, etc. Something to look forward to on the UE5 road map, for sure.
@craigowen5113 жыл бұрын
@@DanReynoldsAudio Hi Dan I just used a mono convolution reverb at it works much better thanks !!! I was hoping to use the cheaper built in reverb, would be great if that could be an option in the future
@DanReynoldsAudio3 жыл бұрын
@@craigowen511 The reverb effect just needs to be ported over to a Source Effect. Then you can add it to Source Buses. But reverb is a pretty expensive effect, so you definitely want to treat it as a group effect and not something you put on every source.
@diffraction1634 жыл бұрын
you said ue4 is not a daw not long ago. it got impulse responses? thats awesome :D