UE5 METASOUNDS - MORPHING AUDIO: “Interp To” & “Crossfade” nodes EXPLAINED!

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Brian Michael Fuller

Brian Michael Fuller

Күн бұрын

UE5 METASOUNDS - MORPHING AUDIO: “Interp To” & “Crossfade” nodes EXPLAINED!
In this tutorial, I am going to show you Interp to Node as well as how the Crossfade Audio Node works so that you can make extremely smooth Audi morphing crossfades in your meta sounds.
I also cover a few Blueprint Nodes; “Execute Trigger” and “Fade In”. It is important that you understand these basic but unique nodes and when and why you should use them. I also briefly cover the importance of creating Reference Variables for your Audio Components before things get out of hand!
Whether you're a seasoned developer or just starting out, this video will guide you through the essential steps and concepts needed to take your game's audio to the next level.
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Like, share, and subscribe for more exciting Unreal Engine 5 tutorials and game development insights! Leave your questions and comments below; we're here to help you bring your game's audio to life.
#UnrealEngine5 #Metasounds #GameAudio #InteractiveMusic #GameDevelopment #Tutorial #GameMusic #blueprints #GameAudioMixing #Crossfades
00:00 Introduction
00:45 Demo
01:45 Blueprint Actor
04:10 Metasound Layout
05:22 "Crossfade Audio" Node Explained
09:34 "Interp To" Node Explained
11:40 Rebuild Metasound From Scratch Walk-Through
18:15 Adding the Metasound Audio Component to BP Actor
20:00 Execute Trigger Paremeter Node
21:35 "Fade Out" Node
22:50 Adding an Attenuation Setting for Spatialization Realism
24:40 Conclusion
******
My Website:
www.fullertime.com
*****
I am a professional audio designer fro Zapper Games in Morrisville, NC, a music composer and sound designer for Film, TV, Media and Video Games.
C++ Entry Level Certified Programmer and WWISE Certified.
Hear some of my work on major TV Networks all over the globe. Featured on networks such as BBC, Fox, CBS, MTV, E!, Spike, Showtime, OWN, BET, France 5, ProSieben Maxx, RTL 5, Nickelodeon, History, Discovery, Animal Planet, and A&E.
Highlights include A&E’s Emmy Award Winning “Born This Way” as well as NFL’s Super Bowl 55 on CBS which was broadcast in 180 countries and was seen by 96.4 million people-including out-of-home viewers-across all platforms, including CBS, CBS Sports and NFL digital properties, Verizon Media mobile properties, and ESPN Deportes TV and digital properties.

Пікірлер: 9
@shahilsaha1746
@shahilsaha1746 13 күн бұрын
This is what I call a proper explanation!!! Thanks for this one!! Looking forward for more of them
@avikchari
@avikchari 3 ай бұрын
Thanks so much for this tutorial! Works perfectly. Would be very keen to learn your strategy for looping multiple loops in an array, randomly. (i.e. play track 1, then play track 4...etc. seamlessly, and loop the entire sequence.)
@LordBrach
@LordBrach 25 күн бұрын
Amazing video, can't wait to see more
@JohnTosom
@JohnTosom 3 ай бұрын
I like the way you explain everything, thanks and keep it going.
@brianmichaelfuller
@brianmichaelfuller 3 ай бұрын
Thanks man!!! Appreciate that
@olegklaus
@olegklaus 3 ай бұрын
Very cool! I use something similar with my player character to switch the sound between different surfaces. I used just a mixer with 2 volumes and set one of them to 1 and the other to 0. But your solution is way more sophisticated. I will probably rework my metasound now. Thank you.
@huskystudio4810
@huskystudio4810 3 ай бұрын
Hi Brian! Sorry for the off-topic question of the video. But It is very interesting to know your opinion. The UE5 documentation recommends using wav import a sample rate equal to 44100 khz. But won't this be a problem if the project is also designed for consoles with 48000khz support. Will sound oversampling in real time lead to artifacts? And is it to be an additional load on the processor (albeit insignificant)? Is it worth importing 48000 khz at once?
@brianmichaelfuller
@brianmichaelfuller 3 ай бұрын
That’s very interesting because I have always used 48k audio files and haven’t had any issues! I wonder if that is old info?
@huskystudio4810
@huskystudio4810 3 ай бұрын
@@brianmichaelfuller So, it turns out that 48K is the probably best way in any case
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