Metasound Patch vs. Metasound Source: When, Why and How to Use Them in Unreal Engine 5.1
Metasound features in Epic Games, The Unreal Engine 5. Metasounds give you the ability to create non-linear, generative and procedural music and sound effects that can truly enhance the experience of the gamer and help tell the whole creative story! In this video, I walk you through the main differences between Metasound Sources and Metasound Patches, why you would want to use one over the other and a couple of practical real-word examples of their effectiveness. This next generation audio system is a must for game audio programmers, sound designers and composers for the future! Enjoy 00:00 Introduction 01:55 Create Metasound Patch - Kick 03:56 Create Metasound Source 07:15 Hooking up Patch inside the Metasound 09:00 Set BPM and Wave Asset parameter as INPUT 09:55 Create HiHat Patch 10:56 Create Snare Patch 14:38 Blueprint for Metasound 16:54 Parameter Variable Concepts 17:17 Conclusion ****** My Website: https://www.fullertime.com Brian Michael Fuller is an American media composer and sound designer for Film, TV, Media and Video Games. C++ Entry Level Certified Programmer and WWISE Certified. Fuller has composed and produced 500+ tracks for major TV Networks all over the globe. He has had music and sound design featured on networks such as BBC, Fox, CBS, MTV, E!, Spike, Showtime, OWN, BET, France 5, ProSieben Maxx, RTL 5, Nickelodeon, History, Discovery, Animal Planet, and A&E. Fuller has done soundtracks, sound design and dialogue editing for companies including Toshiba, Cree Lighting and many others. Highlights include A&E’s Emmy Award Winning “Born This Way” as well as NFL’s Super Bowl 55 on CBS which was broadcast in 180 countries and was seen by 96.4 million people—including out-of-home viewers—across all platforms, including CBS, CBS Sports and NFL digital properties, Verizon Media mobile properties, and ESPN Deportes TV and digital properties.

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