Great tutorial! I have no idea why audio mixing is so convoluted and confusing within Unreal. I've been a musician and producer for years across several different DAWs and the Unreal sound setup is probably the worst and most needlessly complicated system I've ever seen.
I get that. I think it partly comes down to the modular way UE4 is built and how diverse the different needs are for different games. They've taken a very broad approach, which can look a bit fragmented.
Such a great tutorial, Please upload some screenshots of your settings or that would be great if you can upload your sound classes & mixes somewhere they would be a great reference for an indie developer like me. Thank you again.
This video is amazing! Exactly what I needed. What version of Unreal were you using at the time of this video? I'm trying to trace a problem. I'm not sure if its a bug or not, but I'm having issues getting the eq to work on the Sound Mix Class. I've tried using them in a passive mode as well as manually popping in and out and nothing. Thanks for the great vids!
Hey, thank you! I was using 4.25 in this video. I have the EQ applied to a Sound Submix under the Submix Effect Chain. The Sound Submix is then applied to a Sound Cue in the Effects section (near the bottom). It's been a little while since I set it up but I don't think there are any other steps to get it working. It might be better to think of the Sound Mix as like the topmost level in a hierarchy, with all Sound Classes connected to it the next level down. Within those Sound Classes you have your Sound Cues. Between the Classes and the Cues you have your Submixes - and this is where you can apply EQs etc. There is an EQ setting in the Sound Mix but imo it's better to apply them to Submixes. This way, you can pinpoint where you want to apply the Submix so it only applies to, say, the Explosions Sound Class. Using the EQ in the Sound Mix you'd be applying the EQ to all sounds in that Mix - if you need to change or remove the EQ you have to remove that Mix and add a new one. It's easier to change a Submix, especially if you have multiple types of sound playing at once.
I have an issue... In my options screen, I have a Master Volume, also other volumes like Music, SFX etc. But if I turn the music volume all the way to Zero and then exit the game, when I restart the game and pull that slidfer back up, there's no music. All other sliders seem to work. The music is a sound cue with all tracks inside that play at random. This cue is called at begin play from the main menu. So, it seems that as the game starts, if the music is loaded from save file at '0.00' volume value, it doesn't start playing? I've tried workarounds by checking if volume at '0.00' at begin play, and if so, change it to '0.01' or whatever, but nothing works. It will however start playing if I exit the game with the slider back above zero, and restart the game again. Do you have any idea what I could do to fix this please? Thanks
Great video! I use your videos all the time to create audio systems and such. I was wondering if you created a sort of Mastering Suite in engine on the master submix with stuff like compression, eq, etc.
Cool, glad they're helping! I've not created a mastering suite like that before. Off the top of my head, while I know games that have definitely used dynamic EQ (for example), I'd think implementation would vary from project to project... Do you have something in mind?
Thanks :) The aim was just to show that you could use it to control levels on child sound classes, like a master fader in a DAW. You could link it to an in-game menu for players as well.
Great stuff, thank you! I'm only wondering: What if a sound class in my base mix is zero? I want a sound to be initially silent (a night atmo, the game starts at daytime). When i push a soundmix with a value of 1.0 for the night atmo sound class, it will multiply with the 0 of the base mix so the result is still 0. How can i have my night atmo silent initially, but at sunset, fade it in?
No worries, thanks :) You could attach the Sound Class Set Volume node to feed off your Time value, with a curve applied to fade in/out based on what the Time value is. Alternatively, you could monitor the Time value and when it hits X trigger an Event that plays the Sound, using the Fade In node to manage the level.
question for you. regarding sound notifies, in say a montage, how does spatialization and attenuation work? does it actually spawn the sound at a bone or its always 2d sound?
wtf dude, so much effort for so little views ! Gonna share it everywhere. Ty for sharing all this !
Wow! I appreciate it, thanks! :D
Best audio tutorial for Unreal Engine 4 I found so far, awesome!
Thanks! :D
You're a good man for sharing all your knowledge with us. Much appreciated!!
Thanks very much :) Glad you enjoyed it!
An instant sub from me. I can't believe this video came out a few days ago- right when I needed this info. Thank you!
Thank you, I appreciate it! :D Good luck with your project!
This is a gold mine, Thanks for sharing!
Thanks! :D
@@valkyriesound3888 Thanks again!, I added it to my tutorials playlist
Oh that's cool - thank you!
This video saved my butt, I subbed!
Glad it helped! Thanks :D
Amazing video, really appreciate the professional quality. Subscribed!
Thank you very much - I appreciate it! :D
This is a great video in such an (unfortunately) niche topic. Thank you, I learned a lot!
I am at the mix stage of the game so this video was perfectly timed. Thanks for sharing. I knew all this already, but was a perfect review.
Cool :) And thanks! That's quite a portfolio you have so that means a lot :D
Good luck with your game!
Thank you for sharing this video! Great work!
Great tutorial! I have no idea why audio mixing is so convoluted and confusing within Unreal. I've been a musician and producer for years across several different DAWs and the Unreal sound setup is probably the worst and most needlessly complicated system I've ever seen.
I get that. I think it partly comes down to the modular way UE4 is built and how diverse the different needs are for different games. They've taken a very broad approach, which can look a bit fragmented.
This is very good stuff man, thanks!
No worries - thanks for watching! :)
thanks man...worked like a charm
Hurray!
Such a great tutorial, Please upload some screenshots of your settings or that would be great if you can upload your sound classes & mixes somewhere they would be a great reference for an indie developer like me.
Thank you again.
Thanks :) That's a good idea. Are you on the Epic Forums? I could create a thread with screenshots on there.
@@valkyriesound3888 yes, posting on the unreal forum is a good idea
Amazing video! Thank you so much for sharing your knowledge!
No worries! Thank you! :)
Thanks for this really clear video 💪
This is mega awesome!
Thanks you for your video!
Thank you! :D
This video is so informative thank you so much! What do you think of using Meta Sounds in UE5? I am loving it!
thank you so much! Great channel!
Thanks! :D
This video is amazing! Exactly what I needed.
What version of Unreal were you using at the time of this video? I'm trying to trace a problem.
I'm not sure if its a bug or not, but I'm having issues getting the eq to work on the Sound Mix Class. I've tried using them in a passive mode as well as manually popping in and out and nothing.
Thanks for the great vids!
Hey, thank you!
I was using 4.25 in this video. I have the EQ applied to a Sound Submix under the Submix Effect Chain. The Sound Submix is then applied to a Sound Cue in the Effects section (near the bottom).
It's been a little while since I set it up but I don't think there are any other steps to get it working.
It might be better to think of the Sound Mix as like the topmost level in a hierarchy, with all Sound Classes connected to it the next level down. Within those Sound Classes you have your Sound Cues. Between the Classes and the Cues you have your Submixes - and this is where you can apply EQs etc.
There is an EQ setting in the Sound Mix but imo it's better to apply them to Submixes. This way, you can pinpoint where you want to apply the Submix so it only applies to, say, the Explosions Sound Class. Using the EQ in the Sound Mix you'd be applying the EQ to all sounds in that Mix - if you need to change or remove the EQ you have to remove that Mix and add a new one. It's easier to change a Submix, especially if you have multiple types of sound playing at once.
I have an issue... In my options screen, I have a Master Volume, also other volumes like Music, SFX etc. But if I turn the music volume all the way to Zero and then exit the game, when I restart the game and pull that slidfer back up, there's no music. All other sliders seem to work. The music is a sound cue with all tracks inside that play at random. This cue is called at begin play from the main menu. So, it seems that as the game starts, if the music is loaded from save file at '0.00' volume value, it doesn't start playing? I've tried workarounds by checking if volume at '0.00' at begin play, and if so, change it to '0.01' or whatever, but nothing works. It will however start playing if I exit the game with the slider back above zero, and restart the game again. Do you have any idea what I could do to fix this please? Thanks
Additional info... I've also checked 'play when silent' on all Wav's and Cue's.
Great video! I use your videos all the time to create audio systems and such. I was wondering if you created a sort of Mastering Suite in engine on the master submix with stuff like compression, eq, etc.
Cool, glad they're helping! I've not created a mastering suite like that before. Off the top of my head, while I know games that have definitely used dynamic EQ (for example), I'd think implementation would vary from project to project... Do you have something in mind?
Great video as always. BTW. What is the aim of SC_Master soundClass in your mix? It's not applied to any soundCue as I understand. How do you use it?
Thanks :) The aim was just to show that you could use it to control levels on child sound classes, like a master fader in a DAW. You could link it to an in-game menu for players as well.
Great stuff, thank you! I'm only wondering: What if a sound class in my base mix is zero? I want a sound to be initially silent (a night atmo, the game starts at daytime). When i push a soundmix with a value of 1.0 for the night atmo sound class, it will multiply with the 0 of the base mix so the result is still 0. How can i have my night atmo silent initially, but at sunset, fade it in?
No worries, thanks :) You could attach the Sound Class Set Volume node to feed off your Time value, with a curve applied to fade in/out based on what the Time value is. Alternatively, you could monitor the Time value and when it hits X trigger an Event that plays the Sound, using the Fade In node to manage the level.
@@valkyriesound3888 oh of course! thank you!!
question for you. regarding sound notifies, in say a montage, how does spatialization and attenuation work? does it actually spawn the sound at a bone or its always 2d sound?