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.
@VRchitecture3 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.codyflick22103 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.
@TheSoundFXGuy3 ай бұрын
That is an absolutely fantastic point that I completely forgot to mention so thank you for bringing it up.
@mrbackzpace3 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!!
@JohnTosom3 ай бұрын
It's so powerfull giving modularity to the metasounds.
@marcfruchtman94733 ай бұрын
Thank you for making this video.
@VRchitecture3 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
@GameAudioAnalysis3 ай бұрын
Awesome video, appreciate the insight!
@TheCptCrl3 ай бұрын
This is great man! thank you!
@ShapeNoise3 ай бұрын
Nice OTT btw 🤩time to make some Unreal Dubstep 🤘
@TheSoundFXGuy3 ай бұрын
I was actually trying to model the functionality of the Waves C6 or FabFilter but I'll 100% take OTT.
@StefanJann3 ай бұрын
Thank you
@yevheniihryhoriev68703 ай бұрын
Wwise is perfect solution for all audio problems)))
@YigitSenerАй 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.
@ASharkwav16 күн бұрын
Очень круто! Спасибо тебе мужик!
@ShapeNoise3 ай бұрын
🍿🍿
@fnm19003 ай бұрын
So, Meta Sound Patch is similar to bpatcher in MaxMSP?
@c.codyflick22103 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!