UE4 + FMOD Switching Ambient Audio Using Trigger Volumes

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Game Audio Guru

Game Audio Guru

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@gen9820
@gen9820 Жыл бұрын
after 4 years still bangin! thank you
@gameaudioguru8457
@gameaudioguru8457 Жыл бұрын
Thank you!
@renatoe3417
@renatoe3417 Жыл бұрын
What happen if both zones are connected by a corridor and the player stands just at the middle of this corridor ?
@BlueprintBro
@BlueprintBro 2 жыл бұрын
Very nice
@momissimo4087
@momissimo4087 6 жыл бұрын
Thanks
@rominar.8958
@rominar.8958 2 жыл бұрын
I did it like that but I keep on hearing the previous sound event Any idea? Thanks
@gameaudioguru8457
@gameaudioguru8457 2 жыл бұрын
So you're hearing the interior ambience begin, correct? but the exterior is not stopping? If that is the case then double check around 5:17 to make sure you set up the stop event correctly in the level blueprint.
@rominar.8958
@rominar.8958 2 жыл бұрын
@@gameaudioguru8457 Yes, I checked it several times. I finally decided to just drop a sound file inside the scene and regulate the attenuation. For this project it's ok, but I'll try to download UE5 and take a look to metasounds
@rominar.8958
@rominar.8958 2 жыл бұрын
@@gameaudioguru8457 Thanks!
@gen9820
@gen9820 Жыл бұрын
UE5, everything is working but both of these events are layering together, i did the same blueprint scheme
@gen9820
@gen9820 Жыл бұрын
nah, sry it was my mistake, i put trigger volume on the place of my respawn.
@LukaReeson
@LukaReeson 6 жыл бұрын
If I have 2 states of ambience in Fmod that are controlled by a parameter, how can I link this parameter in level BP in unreal? For example, if I'm walking and I pass a trigger volume, it switches from state 1 to state 2, and if I walk back, it returns to state 1.
@gameaudioguru8457
@gameaudioguru8457 6 жыл бұрын
What you want to use are "event instance set parameter" nodes. Should be as simple as hooking up an "on actor begin overlap" note to the "event instance set parameter" node. set the parameter to state 2 and then use "on actor end overlap" to connect to another set parameter node, changing it back to state 1.
@gameaudioguru8457
@gameaudioguru8457 6 жыл бұрын
The footstep terrain and dynamic music videos on my channel deals with the aforementioned nodes a bit but in more complex configurations. What you want to do is simpler but those videos give you an idea of how to manipulate parameters in blueprints.
@LukaReeson
@LukaReeson 6 жыл бұрын
@@gameaudioguru8457 I'm kinda new to this. I don't know how to input a value for a specific parameter. Here are the screenshots imgur.com/a/7xGSl5Q EDIT: As you can see, I have 3 parameters in fmod. What I want is, when you start the level, the music starts with all 3 fmods parameters set to 0. Then when you pass, let's say the trigger for Chimes, the Chimes parameter goes to 1.
@gameaudioguru8457
@gameaudioguru8457 6 жыл бұрын
I gotta run this morning but I'll have some time this evening to look at your screenshot and give some feedback. Did you have a chance to watch the other videos I mentioned? the footstep terrain and the dynamic music ones?
@LukaReeson
@LukaReeson 6 жыл бұрын
Game Audio Guru Thanks. I didn't watched the videos yet, but I will.
@frech0o676
@frech0o676 2 жыл бұрын
Good tutorial. It worked perfectly for me. But I have a problem...I have multiple rooms with other sounds. Is there any solution to this, let me explain. Another room has another ambient music and another room has a different one and so on. I did the steps with the other songs but it didn't work. Please and Thanks
@gameaudioguru8457
@gameaudioguru8457 Жыл бұрын
A multi room setup might require a different blueprint solution. Such as having volumes that trigger fmod events on enter. Those fmod events would trigger your ambient music and stop the music you don't want to play.
@DMetcalfe94
@DMetcalfe94 4 жыл бұрын
I tried this and my FMOD events that should be triggered by the trigger volume start playing as soon as I begin playing, not when I pass through the box :/
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Hi Duncan. Sorry you're having trouble. I'd be happy to help if you can spare some more details. Perhaps show me what your level blueprint looks like?
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