UNREAL ENGINE 5: Your First QUARTZ Clock! Perfect Audio Syncing Every Time.

  Рет қаралды 1,655

Brian Michael Fuller

Brian Michael Fuller

Күн бұрын

Пікірлер: 11
@ydvisual5530
@ydvisual5530 24 күн бұрын
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 !
@ThunderWolfUE
@ThunderWolfUE Ай бұрын
Great tutorial 👍 there really isn't an end to learning :D
@ericdrob
@ericdrob 7 ай бұрын
Great stuff - waiting with bated breath for the deep dive video!
@Hazenviell
@Hazenviell 8 ай бұрын
Love your videos, great job, thanks!
@ukkusu
@ukkusu 8 ай бұрын
Awesome tutorial, thanks a lot 👌
@JohnTosom
@JohnTosom 8 ай бұрын
You're great, thanks for this videos
@wormjuice7772
@wormjuice7772 8 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.
@brianmichaelfuller
@brianmichaelfuller 8 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_
@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
@brianmichaelfuller
@brianmichaelfuller 8 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_
@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
Unreal Engine 5 Audio Crash Course - Your First 30 Minutes Using Sound
46:33
Brian Michael Fuller
Рет қаралды 1,8 М.
How Much Tape To Stop A Lamborghini?
00:15
MrBeast
Рет қаралды 213 МЛН
Ice Cream or Surprise Trip Around the World?
00:31
Hungry FAM
Рет қаралды 21 МЛН
World’s strongest WOMAN vs regular GIRLS
00:56
A4
Рет қаралды 52 МЛН
Unreal Engine Metasounds: 14 Simple Things I Wish I Knew When I Started
20:07
Brian Michael Fuller
Рет қаралды 11 М.
Metasounds: 15 MUST KNOW Power Tips for Unreal Engine Audio
25:00
Brian Michael Fuller
Рет қаралды 1 М.
I solved Unreal Engine's Package Size Problem...
14:35
Cobra Code
Рет қаралды 81 М.
Unreal Engine - Rhythm Game using MetaSound Cues
1:07:00
Geoff Graham
Рет қаралды 2,5 М.
5 Tricks you (probably) don't know about Unreal Engine 5
10:44
Cinecom.net
Рет қаралды 398 М.
Introducing EasyRain for Unreal Engine 5
12:40
William Faucher
Рет қаралды 75 М.
How Much Tape To Stop A Lamborghini?
00:15
MrBeast
Рет қаралды 213 МЛН