Hey thanks Brian! - I was writing really complicated C++ code to play drum beats to high accuracy and gave up. Then I found this, thanks! I had never heard of Quartz ! - I like and subscribed !
@ThunderWolfUEАй бұрын
Great tutorial 👍 there really isn't an end to learning :D
@ericdrob7 ай бұрын
Great stuff - waiting with bated breath for the deep dive video!
@Hazenviell8 ай бұрын
Love your videos, great job, thanks!
@ukkusu8 ай бұрын
Awesome tutorial, thanks a lot 👌
@JohnTosom8 ай бұрын
You're great, thanks for this videos
@wormjuice77728 ай бұрын
In the followup, could you please make a well explained example of how to do the modulus for the remainder of beat that goes into the multiplyer on the play quantized node. (Preferably something like 8 or 16th notes) I know Dan has a tutorial on quartz but he never truly explains the modulus part he uses, which is important for making a descent timing system.
@brianmichaelfuller8 ай бұрын
That sounds interesting. I’m not sure I’ve seen that video from Dan. I’ll have to check it out and see what he’s doing.
@maiworld_8 ай бұрын
curious on your opinion / take on the differnce in using Quartz vs using trigger repeats and keeping track of tempo/bpm/etc inside of metasounds vs this? seems that you could in theory do either or but im not sure if im missing a benefit/con to one or the other for this purpose of syncing up gameplay with music/tempo/bpm
@brianmichaelfuller8 ай бұрын
That’s a great question! For a specific MetaSound, absolutely you handle all of the audio logic and scripting inside it. Where Quartz comes in, is when you need to trigger a completely independent audio file at a different time of another audio file that may already be playing, but you want them to be perfectly synced up. Quartz is the only way to do this. Also, it does allow you to script other game logic in the blueprint that can sync up with audio events(although not perfectly frame accurate because they would be back on the game thread) but very close to perfect.
@maiworld_8 ай бұрын
ahhh, makes perfect sense. currently my work around for this was to have multiple mSPs in 1 metasound and have them all getting fed a trigger repeat but w a closed gate/trigger one and the each can be triggered by a gameplay event to change the song, or progress the music and that intial on play is what has "set" my world bpm so that any changes/additions will start on that same trigger repeat/beat cycle. but quartz seems to make it so that i would be even another step ahead, giving me 1 overal cllock to then start any metasound vs shoving it all into one and jimmy rigging it to work on beat. might have to attempt a small example to see if it there's any pros/cons to that.@@brianmichaelfuller