Unreal 5 Early Access MetaSounds Sample Accurate Triggers With Guns

  Рет қаралды 3,165

Dan Reynolds Audio

Dan Reynolds Audio

Күн бұрын

Пікірлер: 10
@The-Vay-AADS
@The-Vay-AADS 3 жыл бұрын
Amazing. Most epic, multifunctional, approachable, "easy to pick up, hard to master" "in engine" audio engine... Huge, huge props to you all! This is such a serious issue to deal with, for music, guns, effects, you name it. Very inspiring to see what is possible once the foundation is so solid. :) Thanks for sharing!
@LyoshaLozhkin
@LyoshaLozhkin 3 жыл бұрын
resembles a granular synthesizer. But in this case the entire sample is repeated. And the NODEs are more understandable to the musician
@DanReynoldsAudio
@DanReynoldsAudio 3 жыл бұрын
Kind of, when I flip back to the first Wave Player, it gets cut off. That's why it sounds more like a buzz at high frequencies than a stream of gunshots. If I rotated through a whole bunch of Wave Players though, it would play more of the full sample. That's an interesting point though about granular synths.
@LyoshaLozhkin
@LyoshaLozhkin 3 жыл бұрын
@@DanReynoldsAudio Ah, now I get it, for shots and things like that, this processing option is more convenient. I'm glad I started to learn ureal, a very flexible tool
@thenoobdev
@thenoobdev Жыл бұрын
Great stuff! I have some high quality weapon fire sounds, how should I go about to edit these in metasounds, like: input > character indoor/outdoor > change sound accordingly > output
@DanReynoldsAudio
@DanReynoldsAudio Жыл бұрын
Yeah, check out the Attenuation Interface in MetaSounds, it lets you know how far away the listener is from the source and you can do your complex transition between close/far sounds, etc. For indoor/outdoor, you'll need some flag to let your source know if it's playing indoors or outdoors, there may be a lot of ways to do this, but generally in BP or code you'd pass in the flag to tell, so the MetaSound will use the correct signal path.
@hoverpillow6106
@hoverpillow6106 3 жыл бұрын
Simply WOW.
@imwyan
@imwyan 2 жыл бұрын
How do i connect this to a key press? key press = begin fire sound, Key release = end fire sound
@DanReynoldsAudio
@DanReynoldsAudio 2 жыл бұрын
Use the Blueprint API to send triggers to your MetaSound through the Audio Component.
@LuisFrontanilla
@LuisFrontanilla 3 жыл бұрын
Is hidding likes and dislikes a post modern growth strategy? :D
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