Triggering Random Sounds with Metasounds

  Рет қаралды 2,631

Weaver Audio

Weaver Audio

Күн бұрын

Welcome to the channel!
Today we'll be getting into Unreal Engine 5, utilizing MetaSounds and how you might set up some Random Container MetaSound logic, to play variations of sounds when triggering a MetaSound. We'll cover the heuristics of making variations for sounds, the effect they have on simple gameplay events like footsteps, and we'll also do some designing in Reaper, using NVK_Create to make some Horse inspired....something!
Follow along or send some messages to @dweaveraudio on Twitter for future content you'd like to see!

Пікірлер: 11
@twaltmusic
@twaltmusic Ай бұрын
More gooder (love it) also never thought about how variance contributes to audio fatigue. I have a whole new appreciation for Red Dead Redemption 2 now :D
@dweaveraudio
@dweaveraudio Ай бұрын
So true! Red dead just has this ENORMOUS task of all the surfaces and footwear in the world huh!
@romainbelet5105
@romainbelet5105 Жыл бұрын
Thanks ! Cool stuff :)
@dweaveraudio
@dweaveraudio Жыл бұрын
Thanks for watching Romain!
@andrecavallin7535
@andrecavallin7535 Жыл бұрын
Great content! Thank you!
@dweaveraudio
@dweaveraudio Жыл бұрын
My pleasure!
@renatoe3417
@renatoe3417 7 ай бұрын
Hi ! every time I use trigger repeat the new sound cuts the current one : ( Is there a way to overlap them ? I mean let the current sound wich is being played finish no matter if the new sound has been triggered ? Thanks a lot!
@TheLionandtheWolfUK
@TheLionandtheWolfUK 2 ай бұрын
i need this too!
@renatoe3417
@renatoe3417 2 ай бұрын
You could use a trigger sequence and put one sound on output 0 and the same in output 1 maybe.
@buster5661
@buster5661 Жыл бұрын
How do you play the same random sound at multiple locations
@dweaveraudio
@dweaveraudio Жыл бұрын
For this one, I think you'd be looking at a combination of blueprints and metasounds. I'd check out this tutorial for something of the like, if you wanted to do it in code kzbin.info/www/bejne/p5XQkpt9r8ahjLssi=_mxZIJmYBawuwScw Alternatively, you should check out source busses, if you're looking to do something positional, that doesn't use up a new voice for each version of the same "speaker"
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