Amazing, there are not many tutorials about audio on KZbin, your channel is like an oasis in the desert. Thank you really for your time doing this
@valkyriesound38883 жыл бұрын
Thanks very much, I appreciate it :) There's certainly plenty to talk about!
@viveck1232 жыл бұрын
dude u should have so many more views, your channel is a life saver for my interactive music game in ue, there is so little tutorails on this topic
@valkyriesound38882 жыл бұрын
Oh thank you! :D I'm glad I'm reaching people that find these videos useful - good luck with your game :)
@bernardosardinha3 жыл бұрын
Great Tutorial dude! Looking foward for part 3!
@valkyriesound38883 жыл бұрын
I had completely forgotten about Part 3!! Good grief :o
@doudar413 жыл бұрын
it's great tutorial.. About fades, I've made transition fades by submixes. I have boolean var checked by event tick. When state is changing it fades main music submix and play next state's music through transition one. But in my project I have one blueprint for all music states.
@valkyriesound38883 жыл бұрын
Thanks! Sounds like a neat idea! I tend to use submixes less for volume control and more for effects, though tbh I don't know that there's much info about the *best* way to use them (I might be wrong though!). In most projects I use sound classes to control volume via mixes but Dan Reynolds' audio modulation route seems like a more powerful route
@AmberScottProd3 жыл бұрын
Quartz: Death and Music would be a badass album name
@valkyriesound38883 жыл бұрын
Ha! It would :')
@artyom_arg41583 жыл бұрын
Nice Bro...
@valkyriesound38883 жыл бұрын
Thanks! :)
@victormag13 жыл бұрын
Hi Valkyrie, great to see your channel is growing, and you keep posting excellent tutorials. I have a question, do you know if there is a way to simulate a sound absorption panel in Unreal Engine? Can we divide the sound absorption for each wall and sound absorption panel, or do we just have the sound absorption for the entire audio volume?
@valkyriesound38883 жыл бұрын
Thanks! There are plugins for UE4 - like Project Acoustics (docs.microsoft.com/en-us/gaming/acoustics/what-is-acoustics) - which may give you what you're after or give you some ideas about how to implement it. Remember that the audio in UE4 (and in Unity etc.) doesn't behave like sound in the real world so we need to find other ways to do it :') The key question Dan Reynolds often asks is what the purpose is of the audio thing you want to do. Sometimes the effect can be mimicked or even left out without impacting the Player's experience. Then again... you've got to explore the strange and difficult stuff to develop new tools and change how people look at things!
@threedai3 жыл бұрын
LOVE
@valkyriesound38883 жыл бұрын
Thank you :D
@MagnumRoland2 жыл бұрын
This is on a whole new level. 😃 But I just want to switch between 2-3 tracks like in MGS snake eater,
@valkyriesound38882 жыл бұрын
Haha thanks! Interesting! This is relatively straightforward (in my head!) - you'd just need to think about which States override the others. If you want to change based on something like Evasion, Alert, Caution, Normal... you could be better off using something like the Breathing System, with a (pretty flat) hierarchy of states: Normal as your baseline, Alert above it for when spotted by the enemy, and Evasion to the side of Alert to play only when the Alert criteria aren't met but when we still don't meet the criteria for Normal. Caution (using the MGS model) could sit above Normal too, but with different criteria from Alert (and a check) so you don't inadvertently trigger Alert and Caution together.