Why You NEED to use MetaSound Patches | Unreal Engine 5

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The Sound FX Guy

The Sound FX Guy

Күн бұрын

Пікірлер: 19
@TheSoundFXGuy
@TheSoundFXGuy 3 ай бұрын
2:36 - Technically you can trigger and play sounds from within a patch, you just won't hear it until it's put into a MetaSound Source with an audio output.
@VRchitecture
@VRchitecture 3 ай бұрын
Yep, because in Unreal’s Audio Engine it’s a MetaSound Source “who”* renders audio *there’re also other renderers, see Source Bus
@c.codyflick2210
@c.codyflick2210 3 ай бұрын
And when one needs to make any change to one's Patch, it now updates for all instances in your Sources. So it saves time not only in CREATING new assets, but also in maintaining and updating your assets. In the footstep example, if he wanted to add aditional logic to the random wave player patch, he will only need to do it once and then perhaps make small changes in the source assets instead of big changes x10! Just to mention it explicitly for those that are learning.
@TheSoundFXGuy
@TheSoundFXGuy 3 ай бұрын
That is an absolutely fantastic point that I completely forgot to mention so thank you for bringing it up.
@mrbackzpace
@mrbackzpace 3 ай бұрын
Great video and glad you highlighted how useful they are! The patches have become such a critical part of my workflow. I use them way more then presets, which I find to be restrictive. Patches all the way!!
@JohnTosom
@JohnTosom 3 ай бұрын
It's so powerfull giving modularity to the metasounds.
@marcfruchtman9473
@marcfruchtman9473 3 ай бұрын
Thank you for making this video.
@VRchitecture
@VRchitecture 3 ай бұрын
Epics should add drag-n-drop order editing for inputs/outputs, like they did for Blueprint functions. It would be faster and easier then entering numbers manually
@GameAudioAnalysis
@GameAudioAnalysis 3 ай бұрын
Awesome video, appreciate the insight!
@TheCptCrl
@TheCptCrl 3 ай бұрын
This is great man! thank you!
@ShapeNoise
@ShapeNoise 3 ай бұрын
Nice OTT btw 🤩time to make some Unreal Dubstep 🤘
@TheSoundFXGuy
@TheSoundFXGuy 3 ай бұрын
I was actually trying to model the functionality of the Waves C6 or FabFilter but I'll 100% take OTT.
@StefanJann
@StefanJann 3 ай бұрын
Thank you
@yevheniihryhoriev6870
@yevheniihryhoriev6870 3 ай бұрын
Wwise is perfect solution for all audio problems)))
@YigitSener
@YigitSener Ай бұрын
I am searching internet for a guy who thinks Wwise or FMOD still necessary for all audio `problems` after UE5.4 , and i finally found one.. If you have a company that can hire 20 sound designers for a game and you have 4M+ sound assets, you might be right. I think Metasounds system can handle everything that Wwise provides now. Plus midi implementation etc. I really wonder your opinion btw.
@ASharkwav
@ASharkwav 16 күн бұрын
Очень круто! Спасибо тебе мужик!
@ShapeNoise
@ShapeNoise 3 ай бұрын
🍿🍿
@fnm1900
@fnm1900 3 ай бұрын
So, Meta Sound Patch is similar to bpatcher in MaxMSP?
@c.codyflick2210
@c.codyflick2210 3 ай бұрын
Yes, although it's more like the [patcher] or [p] object as you don't get the "window" into the sub patch the same way as with [bpatcher]. But very much same idea!
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