UE5.1, Soundscape & Color-Point System | Setup & Demonstation 🔊

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over the past couple months I've been receiving a lot of questions regarding how I went about setting up the color point system in one of my previous uploads this one as far as people offering money but I don't think that this information should be gate kept so I'll walk you through my Approach the best I can I've also included a few links in the description to resources where you can learn more about soundscape but as far as I know I'm one of the few who doesn't gloss over the color point system they're also likely better ways to do what I'm going to show you but this is what I found works for me I'll start off by showing you an example of this in practice as we walk towards the trees we can begin to hear some birds if we go into an area of flowers we can hear these we're going to narrower Tall Grass we can hit crickets and if you have a good year you might have noticed some wind coming from above which I've set up to happen in areas with trees and I feel like it adds some extra depth immersion to the environment to begin our setup we'll first enable the plugin and go to edit plugins and search soundscape for this and after enabling you might need to restart your project I only have two here because I've been messing it out with some project files for a later video so you only see one next we'll set up our gameplay tags I already have a data table set up where I've named my rose area and content to create a data table you just have to right click go to miscellaneous select data table and select the gameplay tag table row structure and click add to begin creating our entries in this example I went with an error of the swamp and selected content Road frog in the project settings you wouldn't need to add your table to the gameplay tag table list and you'll see that our swamp and our frog become visible in the gameplay tag list alongside our other data table contents in the level blueprint I've set the stage at the testing grounds for my original data table this is fine for this demonstration however you might want to change States when colliding with trigger boxes for more complex levels after that we're going to set up the soundscape color this will contain information about our sound and how it will behave I've called this color frog but I'll use an existing meta sound of a random be for now as for the options we have we can set the base volume and Pitch we can randomize the volume and Pitch which I would suggest doing in most cases we can fade the sound in and out but I won't use it for this sound we have a few playback options that I haven't gone into just yet we can delay the first spawn which is useful when you don't want the player to be bombarded with sounds they can continuously respawn the sound you'll likely be adjusting these values a lot until you feel what you have created is natural enough we can change the maximum number of spawned elements but you can kind of think of like concurrency we can set how far we want the sound to spawn from The Listener we can change the sound angle and clamp at the height which I also won't be using for this example we can also position The Sound by an asynchronous Trace it's useful when you want sounds to spawn on the floor walls or a ceiling and most importantly we're going to set a color point to one of our tags after that we're going to specify how many color points we want the sound to spawn around in the case of a frog and a swamp you might only want to specify one swamp however you might want frogs to spawn around five or more lily pads in which case you'll set the number to five I'll go over how we'll be handling this data a bit later it's also worth noting that you can use clamp height alongside positioned by tracing color points by birds parrots and rustling tree sounds all spawn at clamp Heights around the trees my bees also spawn using position by Trace with a clamped height of about 100 to 200 so a bit off the floor let's use relative altitude in the clamp pipe mode we might want to use a world high in instances where colors only spawn at certain Heights in your world like an eagle that was only spawned really high up in the sky foreign to contain our colors as you can see I have already created my existing colors and you can do this by right clicking it just sounds soundscape and clicking soundscape palette I'm going to call this a swamp and select any attacks that match here I would then specify the swamp Arrow tag but I'll use our existing testing ground area tag for now We're Gonna Save and close and click the plus button to add our colors we also need to add this palette to our project settings collections in the player blueprint I've set up a looping event this event will first remove my current collection from the subsystem clear out the collection variable perform a trace function to gather the data around the player add this to my collection variable and then add this back to the subsystem while this is running every three seconds you could definitely trace your level once on the gameplay I've only chosen this approach as I wanted to support larger levels where the environment might change so feel free to experiment with your implementation I have two variables on the player one being a soundscape color Point collection structure and one map of gameplay tags and Trace channels as you can see the gameplay tags are set to be the keys and the trace channels are the associated variables for example my tree grass and flower gameplay tags and back to the trace channels of trees tall grass and flowers respectively to set up a trace Channel go to your project settings type in Trace and click new Trace Channel I'd also suggest setting the default response to ignore for example I might want the swamp Trace channel to check for any block and foliage associated with swamps I couldn't go into foliage mode select the instances I want to block the channel and check the blocking response you can see that these flowers are already blocking the flower channel that I'll be wants to spawn around in the function itself I bled through each key that is our trees grass and flower gameplay tags and for each key I've retrieved the associated Trace Channel from here I can check if there are any hits and if so we can continue as cognitive this section is just for debugging if you find any hits then we first clear out the foliage locations which is a local Vector array variable while this variable will be cleared each time we run the function as it's a local variable we all open through our keys so they're going to be several sets of vectors to consider from there we do one more Loop through the hit results casting to foliage instant second mesh component using the hit component as the object reference and the hit item as the instance index when getting the instance transform remember to take World space and then add the footage instance to our Vector array once we have loot through all photos blocking the channel we need to add this data to a temporary collection this collection is a color Point collection Vector array structure and contains two members a color point and an array of vectors the color will simply be the gameplay tag or a element from our previous Loop and as you may have guessed we can pass in the vector array as the last pin lastly we'll return the temporary collection this temporary collection will not be set into our current collection variable and then added back into the subsystem or turn on debuffing so you can see more clearly what this approach is doing when we play the game the trace is now visible around the player as well as the amount of each blocking hit in the top left I found this useful when tuning the color Point number from earlier if you're having any problems getting color points working I'd first suggest playing around with your hash sizes in the project settings additionally I noticed there's an issue where clamp type will struggle to work when the players in a negative said World height I understand this might have been a lot of information to process due to the relatively long setup I hope this video gave you some insight into how you might set up color points regardless
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Channel: Rhys Anthony
Views: 884
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Id: QpY5g62cRK0
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Length: 7min 52sec (472 seconds)
Published: Mon Aug 28 2023
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