Let's Make A Custom Reverb IR for UE5 Metasounds - So Easy!!!

  Рет қаралды 2,275

Brian Michael Fuller

Brian Michael Fuller

Күн бұрын

Unreal Engine 5 Metasounds tutorials continue with….
“Make Your Own Reverb IR” for Unreal Engine 5’s Convolution Reverb Effect. It’s way easier than you think!!!
00:00 Intro
00:54 Unreal Documentation “Convolution Reverb”
02:09 Process for Making Your IR
03:11 Adding The Reverb in Metasounds
05:35 Results and Tweaking Mix Balance
06:13 Other Applications and Conclusion
I’m honestly shocked that I didn’t know how to do this until last week. After today, you’ll never be the same! (OK, maybe that’s a little much...)
Reverb isTHE secret sauce for making music and sound effects sound amazingly sweet and life-like. Compression, EQ and Reverb are the 3 main food groups of a great mix. If we use them properly, we become stuff of legends!
In this video, using our Metasound Qwerty Synthesizer, we will make our own unique and custom Reverb IR and I will show you how to quickly implement it into your project.
I used Logic Pro X to do this, but you can literally use any DAW that has a reverb plugin... which is literally all of them.
But don’t stop there! You can use any wave sound as an IR. I'll explain...
Have fun!
******
My Website:
www.fullertime.com
*****
Brian Michael Fuller is an American media composer and sound designer for Film, TV, Media and Video Games.
C++ Entry Level Certified Programmer and WWISE Certified.
Fuller has composed and produced 500+ tracks for major TV Networks all over the globe. He has had music and sound design featured on networks such as BBC, Fox, CBS, MTV, E!, Spike, Showtime, OWN, BET, France 5, ProSieben Maxx, RTL 5, Nickelodeon, History, Discovery, Animal Planet, and A&E.

Fuller has done soundtracks, sound design and dialogue editing for companies including Toshiba, Cree Lighting and many others.
Highlights include A&E’s Emmy Award Winning “Born This Way” as well as NFL’s Super Bowl 55 on CBS which was broadcast in 180 countries and was seen by 96.4 million people-including out-of-home viewers-across all platforms, including CBS, CBS Sports and NFL digital properties, Verizon Media mobile properties, and ESPN Deportes TV and digital properties.

Пікірлер: 6
@DanReynoldsAudio
@DanReynoldsAudio Жыл бұрын
In the Impulse Response Asset, you can adjust the IR normalization (which defaults at -24dB) to taste if your impulse was on the quiet side.
@brianmichaelfuller
@brianmichaelfuller Жыл бұрын
Dan, thanks for that info!! And for the comment. I’ve learned a ton from watching your videos on Quartz and Metasounds. Looking forward to more of your insight!
@curtissmithsound
@curtissmithsound Жыл бұрын
Fun trick that I used with Conv, can't remember where I learned it online, but take an ice scrape sound, make that your IR and then run your dialogue through that. Sounds like your Dx is in a helmet (sure tweaking is required). Nice short vid btw :)
@brianmichaelfuller
@brianmichaelfuller Жыл бұрын
Oh wow that’s a super cool Idea!!! I may need to try that. Thanks!
@hottestmanevar
@hottestmanevar 7 ай бұрын
UE PLZ Like wtf is this workflow, 4 layers deep you can finally even remotely start trying out the actual sound effect... Easier to just edit the initial sound in any audio editor than to hoop around all this bs... Didn't even try to finish this honestly EDIT: I'm sorry I was wrong. This system is not bad. After succesfully destroying my keyboard trying to implement this, I'm convinced that this whole system is legit a creation of Satan himself. If not, then whoever came up with this bs workflow should be banished to purgatory where he will only work with whis system for eternity and beyond
@brianmichaelfuller
@brianmichaelfuller 7 ай бұрын
Yeah it’s not for the feint of heart! But it’s a necessary evil to exist within a world of C++ where audio is just a tiny part of that world
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