UE4 Quartz: Death & Music (Part 2) - Detect & Fade

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Valkyrie Sound

Valkyrie Sound

Күн бұрын

Пікірлер: 18
@David-wq7jb
@David-wq7jb 3 жыл бұрын
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
@valkyriesound3888
@valkyriesound3888 3 жыл бұрын
Thanks very much, I appreciate it :) There's certainly plenty to talk about!
@viveck123
@viveck123 2 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
@valkyriesound3888
@valkyriesound3888 2 жыл бұрын
Oh thank you! :D I'm glad I'm reaching people that find these videos useful - good luck with your game :)
@bernardosardinha
@bernardosardinha 3 жыл бұрын
Great Tutorial dude! Looking foward for part 3!
@valkyriesound3888
@valkyriesound3888 3 жыл бұрын
I had completely forgotten about Part 3!! Good grief :o
@doudar41
@doudar41 3 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.
@valkyriesound3888
@valkyriesound3888 3 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
@AmberScottProd
@AmberScottProd 3 жыл бұрын
Quartz: Death and Music would be a badass album name
@valkyriesound3888
@valkyriesound3888 3 жыл бұрын
Ha! It would :')
@artyom_arg4158
@artyom_arg4158 3 жыл бұрын
Nice Bro...
@valkyriesound3888
@valkyriesound3888 3 жыл бұрын
Thanks! :)
@victormag1
@victormag1 3 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?
@valkyriesound3888
@valkyriesound3888 3 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!
@threedai
@threedai 3 жыл бұрын
LOVE
@valkyriesound3888
@valkyriesound3888 3 жыл бұрын
Thank you :D
@MagnumRoland
@MagnumRoland 2 жыл бұрын
This is on a whole new level. 😃 But I just want to switch between 2-3 tracks like in MGS snake eater,
@valkyriesound3888
@valkyriesound3888 2 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.
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