Phew! Just got some new #masters back for a new #album focused on the double #bass from Taylor Deupree (12k #mastering).
It always feels great to receive them. What a gorgeous #instrument and Taylor's work is top notch.
Phew! Just got some new #masters back for a new #album focused on the double #bass from Taylor Deupree (12k #mastering).
It always feels great to receive them. What a gorgeous #instrument and Taylor's work is top notch.
"Source Effects are like inserts. If you want to apply an effect to a single source, use a Source Effect.
Submix Effects are like Sends. If you want to apply an effect to a group of sounds, use a Submix Effect."
If you're curious about creating #interactivemusic in your #unrealengine #game, I've been posting a short little series of techniques on my #youtube channel.
Here's one with a #Blueprint structure to quantize your game events to the #quartz clock:
Here's another rapid #interactivemusic #game #demo prototype.
Demo #2 is just a basic #sonic palette design for the music with some #interactive and #proceduralmusic ideas in the back of my mind to try out with the material later.
Did some more rapid prototypes today for #interactivemusic with native #audio in #unrealengine.
Demo #1 - Basic music sequencing (unquantized).
1st segment - triggered when running over the bridge
2st segment - triggered when approaching giant rotating orb.
This is part of a drag-and-drop trigger volume system I'm building where music loops can be easily assigned to the trigger volumes in the level.
On September 14th Audiokinetic is hosting an Interactive Music Symposium in Montreal! This event brings together composers from music, film & video games for a meeting of the minds about the future of #InteractiveMusic #GameMusic #GameAudio
Save the date, link below!
https://hubs.ly/Q020h62W0
Prototype for Fully Native Audio Implementation in Unreal Engine 5 [Music + SFX]
https://www.youtube.com/watch?v=7aPPjWuj0nI
Implementation in Unreal Engine using #MetaSound, Sound Classes, Quartz Clock and the Audio Modulation plugin, while trigger volumes, concurrency settings and attenuation settings help situate the sounds. All #SFX and #InteractiveMusic implemented without any #middleware .