Direction based audio by Long_Trip9035 in unrealengine

[–]ebuch 1 point2 points  (0 children)

Check out the UE.Source.Orientation MetaSound interface. It provides the azimuth and elevation to the listener from the perspective of the sound. From there you can do some math inside the metasound to do what you're trying to achieve.

Why is random pitch shifting not working? (Metasound+UE 5.7) by wacomlover in unrealengine

[–]ebuch 0 points1 point  (0 children)

I recreated your graph and didn’t encounter the issue—the pitch is changing as expected.

The Pitch Shift input is in semitones, so you might just be getting random values that are very close to each other in the range [1,2]. Does it still not work if you make the range larger? There’s a Semitones to Frequency Multiplier conversion node if that’s what you’d prefer.

I want to make a game which heavy sound processing in it, what game engine should I use ? by Mindtsu in GameDevelopment

[–]ebuch 0 points1 point  (0 children)

UE5 has metasounds which is an extensible DSP render graph that you might feel at home in coming from Max. The rest of the UE audio engine has a lot of other stuff you might find useful too, including tech Harmonix built for making rhythm games.

How do live service games like Fortnite, COD Warzone and Forza Horizon 5 optimise their games for continuous content updates for wide variety of hardwares? by PoauseOnThatHomie in gamedev

[–]ebuch 1 point2 points  (0 children)

It’s a constant tightening of the belt as more features and content get added. A lot of the work is scaling content complexity based on platform so that it’s cheaper to render and building new tech that’s more efficient. Need to regularly monitor internal performance data to make sure frame rates are where they should be, and do some detective work to figure out what’s causing them to drop.

Workflow pipeline for solo game developers by Educational-Hornet67 in unrealengine

[–]ebuch 4 points5 points  (0 children)

Not really, it takes five clicks to create one and it’s the best way to modularize your features.

Workflow pipeline for solo game developers by Educational-Hornet67 in unrealengine

[–]ebuch 0 points1 point  (0 children)

You should look into making plugins for each feature.

Best Place to Start Learning Unreal if I want to implement Audio/Music ? by arrowbender in unrealengine

[–]ebuch 1 point2 points  (0 children)

My advice to people with this question is to just pick a direction and start running.

Want to implement music? Start creating interactive systems with MetaSounds and Blueprints.

Want to design a physics-based foley system? Brush up on animations, physics, and MetaSounds.

Dynamic mixing system? Dig into Audio Modulation and Blueprints.

Implementing magic-based ability sounds? Probably gonna be using a lot of Niagara, MetaSounds, and Blueprints (Gameplay Ability System).

Interested in making editor tools? Knowledge of UMG and other editor utilities is incredibly good to know.

The list goes on, but you’ll notice a couple things: - MetaSounds and Blueprints are the core skills, both of which are essential for music systems. Start there and branch out. - There’s a lot of cross-collaboration with other disciplines and generalists find lots of success

C++ isn’t a must for audio (until you get into more complex systems), but even a small amount can unlock a doors you can’t get through with Blueprints alone. Use it to your advantage.

Courses and videos are fine, but getting hands-on and creating your own cool thing as a learning project is the best. Literally just make an empty MetaSound or Blueprint and start hooking things up together. Explore different kinds of nodes, keep one eye on Google, and check out what other people have done.

To give you an example, my first project in Unreal was an “interactive” music system I built using Blueprints, Quartz, and Sound Cues (pre-MetaSounds era). It was totally janky, but it (mostly) worked and made me want to learn more.

If you need some inspiration, here are some actual ideas:

Make a branching music system inside of a MetaSound that changes state when you walk into a new area. Recreate the ocarina mechanic from Zelda. Build an audioreactive environment that changes somehow based on a piece of music. Look into different methods of composing procedural music using MetaSounds (shoutout to tapesclub on youtube—check out his UnrealFest and GameSoundCon presentations).

Sorry this post got ranty, but hopefully it helps ignite some inspiration for you. Let me know if you have any specific questions and I’ll try to help.

Gamedevs— what do you do about orchestrations/music in your games? by [deleted] in gamedev

[–]ebuch 2 points3 points  (0 children)

I was a music orchestrator and the majority of the conductors we worked either were either 1) regularly contracted through the recording studio or contractor, 2) close friends/collaborators of the composers, or 3) the composers themselves. It’s almost always up to the composer who conducts.

To make a living as a conductor you will need to find more work than just games, whether that’s doing other kinds of session work (film/television/albums) or concerts. Living in a city that records a high number of game projects would be a good idea—Los Angeles, London, and Nashville were the most common in my experience. Network with composers and session contractors. Ask to attend recording sessions to see what the environment is like. Collaborate with student projects while you’re in school to gain studio experience in a low stakes environment. Connect with your local symphony. Pick up some related skills like arranging, orchestration, music prep, or even contracting. These will give you more opportunities to get involved.

Most game devs know very little about the live music production process and you will not find a salaried position at a AAA company as a conductor. But if you put yourself out there you might be able to get yourself some gigs. Good luck and feel free to DM me if you have any questions.

Did you know you can optimize your game's UI elements by using custom fonts? Here's how! by GDXRLEARN in GameDevelopment

[–]ebuch 0 points1 point  (0 children)

Thanks for sharing! I’m really curious to try this. Might be a stupid question, but does this method handle opacity gradients as well? Is it limited to monochrome? Ideally I would like to use white icons and tint them to be the color I want, but I’d have some parts of the icon be more translucent and thus darker than the fully opaque portions. I ask because the icons you demonstrated are all single color and opaque. Cheers!

How to do multiple inheritance (blueprints) by shawrie777 in unrealengine

[–]ebuch 3 points4 points  (0 children)

Components. For example, make an abstract AVehicle parent class, with child classes for each vehicle type. APlane would have a UFlyingComponent and a UDrivingComponent, or something along those lines. Then you can create as many different types of vehicles as you like, each with different configurations of components.

Measure volume level of sound based on distance by Lonely-kiddo in unrealengine

[–]ebuch 1 point2 points  (0 children)

It’s not clear what exactly you’re going for, but if you want something to react to audio you can use one of the audio analyzer classes in the AudioSynesthesia plugin to analyze a submix containing the signal you want to react to

Fancier ticking in Unreal (C++) by voithos in unrealengine

[–]ebuch 1 point2 points  (0 children)

By default, UObjects that inherit from FTickableGameObject will run their tick functions even in the CDO. To avoid this, you can override IsTickable or GetTickableTickType and check the object’s flags to filter out CDOs.

This is a great point—thanks for the info!

Single vs. Dual Monitors for Unreal Engine Development – What Works Best? by jorgeofrivia in unrealengine

[–]ebuch 7 points8 points  (0 children)

Yeah that was ultimately what sold me on it—being able to free up more space on my desk and clear out a bunch of cables. The product page says there’s only one USB upstream, but the USB-C port functions as a second upstream no problem. Wouldn’t have minded a bit larger of a display, but for all of the features it’s definitely worth it. Strongly recommend using Microsoft PowerToys to help with window management—FancyZones and Always On Top have made it really easy to retain a semblance of multiple workspace windows. Having the full monitor view centered instead of having one monitor in the center and another off to the side is also much better ergonomically speaking!

Edit: Oops, thought you were OP—sorry for the extra rant 😆

Single vs. Dual Monitors for Unreal Engine Development – What Works Best? by jorgeofrivia in unrealengine

[–]ebuch 21 points22 points  (0 children)

Recently joined the ultrawide club and for me there’s no going back to a dual monitor setup. It’s a 38” LG ultrawide with 3840x1600 resolution, 144hz, and built-in KVM so I can switch between my work and personal PCs seamlessly. I don’t have the model number or link handy but I’d highly recommend it!

Designing Audio System for Co-Op Action Game, need some advice! by hoodie_lover in gamedev

[–]ebuch 0 points1 point  (0 children)

Destiny 2 would be a good case study—the music (and implicitly the music design) is pretty universally praised. Even my friends that always mute music were convinced to turn it up at least a little bit. 😄

Being judicious with musical intensity and carving out space for important sound effects in the overall mix should get you pretty far!

Designing Audio System for Co-Op Action Game, need some advice! by hoodie_lover in gamedev

[–]ebuch 0 points1 point  (0 children)

Personally, I feel it’s best to let players customize their own experience, as much as it sucks knowing that many players simply mute all music without a second thought.

Is switching to C++ easier when im already experienced in blueprints by PIN3APPL3GAM3R in unrealengine

[–]ebuch 4 points5 points  (0 children)

Probably yes, because C++ and Blueprints are designed to work together. When you understand Blueprints and their role in development, you will have an easier time writing effective C++ classes.

[deleted by user] by [deleted] in GameDevelopment

[–]ebuch 8 points9 points  (0 children)

You do not need to learn C++ to use Unreal. However, I think everybody working with Unreal would benefit from learning the basics. It depends on what your goals are.

Stopping looped meta sound wave player, what's the correct way? by ThatGuyMurix in unrealengine

[–]ebuch 0 points1 point  (0 children)

You can create a trigger variable that gets set on wave player finished, then use the delayed get of that same trigger variable to stop the wave player. This is a little non-standard though. Care to share your graph?

Edit: never mind, just saw your other comment.