Unreal Engine 5 | Dynamic Footsteps with MetaSounds

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Setting up a Dynamic Footsteps system in Unreal Engine 5 with MetaSounds

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Hey, it seems like it stops after taking 6 steps. What can i do about it?

twindadd
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friend, your tutorials are good. I like the clarity you speak and the patience you are in my favorites

maje
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Oh my god yes I was waiting for something like this!! Thanks!

Ryan-tngk
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Awesome! This is the best video on this topic I have found. Followed along perfectly thanks.

andrew-martin
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This is so easy! Select nodes kick ass

skippyzk
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For anyone having an issue hearing their audio upon completing the tutorial, in the MetSoundSource graph try linking the On Finished node of the Wave Player with the On Finished node of the Output. That did the trick for me.

emperorstudy
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In UE5 you can get the vector + vector node by right clicking in the graph, add node (+) then right clicking on either of the pins on the left, select convert pin at the bottom, choose vector. This will make the vector + vector node you couldn't find.

mattkohl
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I’m new to Sound Design for games, these tutorials are a life saver 🥲🙏 thank you !

hunterxhunter
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Great video! Thanks man - would love a video on using MetaSounds in the sequencer :)

harryboyce
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Super useful! Thanks for all your videos!

TheShadowCamel
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You can add vectors together with the + opperator in UE5

fruitfunfitness
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In case anyone has an issue where sounds suddenly cut off after a while or stop playing anymore, try plugging the Metasound's Wave Player's "On Finished" node with the output's "On Finished" node. There is another comment mentioning about this fix, however I would like to give an explanation as to why this is important.
Unreal Engine as far as I know supports 32 audio sources playing simultaneously. When this limit is surpassed, the new incoming sounds replace the oldest sounds in the list of audio sources. This means that if your project uses only short/rapid fire SFX, you will likely not notice a problem. However, the issue becomes obvious when your project uses long or looping samples (e.g. background music). If the "On Finished" wire is not connected, the sound which is played by the wave player will not get removed from the stack when it's finished and it will effectively stay in memory. Eventually (e.g. after a bunch of footsteps play), your background sound will get overwritten by UE trying to find room for a new footstep sound. When the "On Finished" nodes are connected, sounds get removed from the list of active audio sources, as soon as they're over.
In order to easily visualize this issue, execute "au.Debug.SoundWaves 1" in the console during play. You will notice the stack getting populated as new sounds get triggered, however they don't disappear from the list when the sound is over (if those two nodes aren't connected).

Thank you very much for this great tutorial, I sometimes forget about one of the steps (e.g. project settings physical surfaces, anim notifies etc.) and this is always my go-to video for finding out what I missed

Eludium_SNKN
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where to find this cool sounds effects

WATNGAMER
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This one is amazing! Really good footsteps. If at some point you can cover how to make dynamic jump and land sounds could be awesome!

musicbydella
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"Vector + vector" and similar is no longer used, use the wildcards versions.

FMagno
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Great video! I have a couple of questions and request for future content if that's okay! What is the process for adding attenuation to Metasounds and how do you approach reverb volumes and creating acoustics spaces that the meta sounds can react within? For instance, concrete footsteps outside vs inside a tunnel, airplane hangar, etc.

Love that content. You are great :)

alexhaisting
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Vector+Vector is just dragging from vector and typing add, then you can add whatever value you want

emptybruh
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Would be great to have something on auto landscape materials. I never can find anything that is proven to work everytime. It's so frustrating.

franklinfisher
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excuse me for getting weird but the sound of ur voice is an instant sub/bell for me. for some reason i find it very hard to listen to most tutorials 5/5

spidersofhh
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Heyy nice vid thank you !! I have a little question : What settings can I make to give a different step volume depending on whether my character is walking or running ? Thank you ! :)

clemcg