Understanding MetaSounds: A Technical Guide For New Designers

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Dan Reynolds Audio

Dan Reynolds Audio

Күн бұрын

Пікірлер: 27
@shempii
@shempii 2 жыл бұрын
9:20 YES Dan please, this would be phenomenal. Opens up so many incredible uses for interactive music/sound
@mrLamma
@mrLamma 2 жыл бұрын
Best video i watched this year. Thank you Dan!
@TheSoundFXGuy
@TheSoundFXGuy 2 жыл бұрын
Thanks so much Dan. Sharing this with my Discord server.
@GuitarWisdom
@GuitarWisdom 2 жыл бұрын
This was great and quite a bit more useful than most of Unreal's own streams. The panel format just doesn't work that well for instruction. Thanks for doing these.
@leehammoud
@leehammoud 2 жыл бұрын
Exactly what is needed for metasounds introduction, thank you
@patrikbaboumian
@patrikbaboumian Жыл бұрын
Thank you for putting these videos out Dan! It's awesome to have all this information from the "source" :)
@mrbackzpace
@mrbackzpace 2 жыл бұрын
This a great explanation of what metasounds is and is not. Excellent guide for those considering using this new toolset. Thanks Dan , excellent work!
@itaimatos
@itaimatos 2 жыл бұрын
Great fundamentals presentation, thank you Dan! I wish there would be additional interfaces for metasound, especially MIDI in, or an easy quartz clock inlet. Cheers
@DanReynoldsAudio
@DanReynoldsAudio 2 жыл бұрын
All of that is on the road map, though I'm not sure when.
@Gatlen_Shado
@Gatlen_Shado 2 жыл бұрын
Good stuff, gonna have to go through this a few times to get it all. Would love to see a few practical examples for what is covered in this video. Such as the play on nearly finished.
@johnoestmannmusic
@johnoestmannmusic 11 ай бұрын
Awesome stuff - thanks Dan!
@marcfruchtman9473
@marcfruchtman9473 2 жыл бұрын
Thank you for this in depth review.
@marcuslawson4632
@marcuslawson4632 Жыл бұрын
Great video. Thanks!
@13longlong13
@13longlong13 2 жыл бұрын
Thank You Dan! Very useful !
@alteeguitar
@alteeguitar 2 жыл бұрын
Very helpful. Thank you!
@ArthurBarthur
@ArthurBarthur 2 жыл бұрын
Fantastic as always 😎
@saxelectro
@saxelectro 2 жыл бұрын
Very Useful! Thanks!
@matthiaspeene5631
@matthiaspeene5631 3 ай бұрын
Would there be a way to have different sized buffers for different audio sources since they run multithreaded? That way you could have the feedback sounds (for example one that is linked to an animation run with low latency) But have all the other sounds such as ambiences run at a high latency, increasing performance and improving game feel. Or dous all the audio go to the same main audio thread with its own buffer length.
@AidanNewsome
@AidanNewsome 2 жыл бұрын
Thanks Dan 🙌
@AllPinballFanatic
@AllPinballFanatic 6 ай бұрын
Can You tell me how can I set Sound Concurrency for my Metasound ? In Edit Metsound Settings I don't have it. UE 5.4.2
@_DamianSanchez
@_DamianSanchez 2 жыл бұрын
Thanks for this video Dan, if may I ask something related to 16:47: If an Audio Component which is playing a 'non one-shot' Metasound is destroyed in the Game Thread (Stopped or Faded Out to 0.0), will that Metasound be automatically "finished" also? Or will it stay in the Audio Thread infinitely? thanks!
@DanReynoldsAudio
@DanReynoldsAudio 2 жыл бұрын
As a safety, any time an Audio Component is destroyed, its associated sound is stopped. This is also why if you do not cache your Audio Component in a variable, Garbage Collection can come along and destroy your Audio Component and stop your sound before you wanted.
@cabab
@cabab Жыл бұрын
GGGreat video!but I have a question, is there any different from Metasound Patch and Metasound Preset?? When I create the Preset, I found it will automatically create the graph that I can use in other Metasound Source. In this case, maybe it's no necessary to create patch??
@DanReynoldsAudio
@DanReynoldsAudio Жыл бұрын
A MetaSound Patch is a sub-graph with arbitrary ins and outs. A MetaSound Preset is a variant of a MetaSound Source with different Input data.
@cabab
@cabab Жыл бұрын
@@DanReynoldsAudio Thxxxx!!! I think I figure it out
@JeshuaW
@JeshuaW Жыл бұрын
I think a lot of folks would be more open to metasounds if it was marketed as one part of a larger audio ecosystem. It's not a replacement to Wwise, but an addition to your design workflow. I do hope that Epic begins to focus on mixing games with UE audio in the near future. Managing large sets of files, bussing, and the like gets really confusing with all the places things can be overridden. A true audio mixer view is what we need to replace soundclasses. Additionally setting params with strings/names in the metasound graph just seems ripe for error on large teams. I love studying metasound in my free time, but I don't see an easy path of integrating it with dozens of audio designers at work on a project without lots of policing in its current form.
@eldflaug3770
@eldflaug3770 Жыл бұрын
Hei Dan! Thank you for all this videos. They help us so much! you explain really well! :D I am watchiing this and understand when th ,,On FInished" should do - but for some realson it does not work for me... maybe you or someone here can help... I have a Metasound in a project Im working on, and I connect ,,On Finished" and make the sound Auto destroy itself when I spawn it into the world... but it still lingers in the world and takes up sound slots. There are 32 slots, and after some gameplay it is full. I use au.debug.soundwaves 1. debug message to see the slots and how many are in use. That is really helpful, but still the sounds play on forever. Only way I have found is to make delay for h ow long the sound is and then use ,,Is Valid" and then ,,Stop".... But I thought I might be missing something really basic :D I would be really happy if someone can help me or give idea
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