Unreal Engine 5.3 | How to: MetaSound to Blueprint

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Unreal Engine 5.3 | How to: MetaSound to Blueprint

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Wow what a fantastic tutorial!! Just found out about this channel. Subbed and can't wait to explore more on metasounds!

badxstudio
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your metasounds content is best on youtube

ijerofei
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I'm glad to see the audio engine getting updates. What I'm curious about is the precision level in capturing frequencies. I've been trying to work with very low pitches for a while, as I'm trying to make a voice to music note tracker for real-time audio within UE5 via Get Magnitude For Frequencies. But as pitch gets below C5 or 523.25hz, the notes below are getting picked up because of some seemingly hardcoded 30hz margin. And get's even worse as you get lower and lower. Resulting in being as much as 7 notes below where you actually are.

For my purposes I need precision as low as note C2# minus C2 equaling 3.89hz. It's real hard to find information on what I'm doing. It's either a really niche need or I'm just not educated enough to know what I'm looking for.

KoyFoster
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This is great! Love all your ideas here. Thanks for getting our brain cogwheels turning :D

ShapeNoise
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I am so thankful for these videos man! Keep up the good work

BORNEMISZA_OFFICIAL
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Endless possibilities.
Good video, thanks.

JohnTosom
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Great video, as always! Can you think of any more scenarios in which the bus reader and writer nodes could be beneficial? I don't know if I quite understand their purpose yet.

Deiss-Sounddesign
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Between you and @brianmichaelfuller I figured out how to finally get my character hands moving based on the voice over playing so thank you very much for your time and effort. However I can only hear a good Audio inside MetaSound but in my level the audio is distorted even though its doing its job of making sure the hands don't move when the character is not talking.

starfieldcommand
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Like what you did for the lights to get the BPM trigger out.
Was looking for a way to send cue point triggers out and think that'll work.

dgrins
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Hey still coming to you for tutorials after 2 years when ever i get stuck, so thanks so much for keeping this all up!


I have a question....


We have a set object parameter using an the audio parameter controller interface...


But i would like away to get this value aswell...

Say i have a meta sound with 5 wave assets, and they are inputs. i would like to know what these are if possible. instea dof set object parameter, we get object parameter.

My only solution so far has been to create a custom class of the meta sound and make these variables available/change the engine code which is such a ball ache, not really best practise, , , it feels like such a simple functionality but i cant see where it is available.

acousticsofthings
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Thanks for the vedio. And I have a little queston. Is there any way that let the metasound send a message to the blueprint when the metasound running on a specific cue point?

FrankF-qqiq