Let's build this Unreal Niagara audio visualizer within 10 minutes

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These tutes are right up my alley. I'm in the middle of making my own tutorial atm, but this and the previous one you did are on my short list. Looks great.

👍︎︎ 2 👤︎︎ u/dwaynarang 📅︎︎ Oct 14 2020 🗫︎ replies

I am new to ue4. Can you show your light and background settings for particle demos?

👍︎︎ 1 👤︎︎ u/Jefferduhh 📅︎︎ Oct 14 2020 🗫︎ replies

Audio reactive, holy shit

👍︎︎ 1 👤︎︎ u/gotti201 📅︎︎ Oct 15 2020 🗫︎ replies
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hi everyone in this video i'll be showing you how to create this audio reactive niagara particle system [Music] it's going to turn that beat off real quick cool all right let's get rid of the particle system and i'm just gonna make it from scratch so first off let's add a new niagara system new system from selected emitters and i'm just going to select hanging particulates again and let's select finish and i touch two cool so in the editor i want to set a couple of things up first um set the same target to gpu compute sim select fix bounds then we don't want to render a sprite but i do want to render a mesh and let's select a cube let's override the materials and let's keep it open for now i'm going to add my own material later cool let's hit play and we see some big cubes floating around here uh they're a bit too big so i'm just going to add skill mesh size and i'm going to set the scale factor to a curve so factor from curve i'm gonna grab the first points and set it to 0.1 so they're way smaller cool now in the emitter spawn a meter spawn rate i'm going to set the spawn array to about 7 000 so they're way more actually i'm going to crank that up to 13 000 just so we have a a bunch and i'm just going to get rid of scale color sprite size scale and the curl noise force for now i'm going to leave the drag in set the drag to 10 and i'm going to add a vortex force vortex force and set it to a bit lower and let's set the x factor to around 50 something like that so it rotates slightly that's all we need i'm going to add a curl noise force fix the issue and set the noise strength to something ridiculously high like 13 000 and let's set the noise frequency to 0.001 and i want to rotate the force around a bit on the z-axis so 0.6 we rotate i've got to do one thing so in the mesh renderer let's set the facing modes to velocity so they each of the yeah the cube's outer rotates which looks even better that's great actually let's save it and i am going to minimize it and let's create our own material for this particle system because i want to change the color over time so let's create a new material call it mat i don't know whatever match it and we create a particle color node and attach it to the base color save it because that's all we need to do to change the color of the material of the selected material in your system so let's go to mesh renderer and to our material slot and add our third material look it's white now and we can change this color with parameters such as life span so each of the particles has uh has a lifetime an age and you can grab that number and use it to change the yeah change the color values so i'm just going to add a color module and i'm going to set the color to curve color from curve and it's automatically set to the normalized h which is which is great so it's just gonna go from left to right over uh over the age so i'm just gonna start it out with the blue and then over time it's going to go to i don't know purple yeah that looks good ish cool and we are done here for now so let's create an audio module for our niagara system and the way to do that is just go back to fx and create a niagara module script and this is where we're going to build our audio module cool so in the map get i need a couple of input parameters one of them audio a new audio spectrum that's the one i also want to know the normalized age of each of the incoming particles and i want to know the velocity of each of the incoming particles and i want to change the velocity the incoming velocity with incoming audio so i'm just basically going to multiply the velocity with yeah with the audio and the way to do that is to grab the new audio spectrum create an audio spectrum thing i don't know what it's called uh module or node i think node node is a keyboard and attach the normalized h to normalized positioning spectrum so each of the particles gets its own frequency band and the channel index just leave it at zero i think it means um left and right channels so zero is left and one is right and we can just analyze left channel that's fine and now let's break our velocity into three different values so the x y and z and let's multiply the x with our incoming audio amplitude and let's do that for each of the axes and i want to multiply this multiplication with my own number because i don't think it is high enough so right now what's coming out of the amplitude is a value between 0 and 1 and it's the velocity is getting multiplied by zero or one or anything in between and i think that's a bit low so i'm just going to multiply it again just gonna attach the amplitude to each of the multiply nodes and i'm going to make a float this is my third multiplication value and i'm going to set it to 1.6 and multiply it again by 1.6 so it has more effect basically and i don't want to multiply between 0 and 1.6 but i because that means that if it gets multiplied by zero it stands still and i don't really want that i want to have it always move and then move faster when when it yeah analyzes audio basically on the beat so i'm just going to drag out the result and add my own value for each of the axis so i'm going to make a float again set it to 1 and i'm just going to add it to our multiplication result like this then in our map set i am going to need just one parameter because we are going to control the velocity of the yeah of the particles so let's create a velocity parameter let's make a vector and attach the results to each of the vector inputs and that should be good so yeah let's save it and let's go back to our niagara system and now in the particle update if you turn off library only you can find our you can find rni script audio cool there's one thing we need to set that's the submix because we want to know where the audio is coming from and in this case i'm just going to catch the master so let's select the master submix default that should be good now it just catches all audio that's coming out of unreal and hopefully that's it so let's drag in our system and for the beauty of it all let's cast some shadows and let's had a beat so i already loaded in a beat but you can drag in any wav file wave file whatever floop and now for the moment supreme if i hit play it moves yeah on the beat isn't that cool [Music] so the velocity of each of the particles is uh yeah being multiplied by the amplitude of uh of your audio which creates this uh yeah this lovely emotion and that is a way to do it all right have fun bye [Music] you
Info
Channel: Sem Schreuder
Views: 28,833
Rating: 4.9798126 out of 5
Keywords: unreal engine, unreal, niagara, tutorial, particle system, how to, short, quick, guide, fast, ue4, audio, visualiser, audio visualiser, visualizer, audio visualizer, Audio reactive
Id: UETAS5g-q4M
Channel Id: undefined
Length: 11min 8sec (668 seconds)
Published: Wed Oct 14 2020
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