Crossfade By Parameter remade in Metasound

Hi.
I remade the “Crossfade by parameter” from the old sound system, but this time in metasounds.
Just wanted to share.

(upload://htpMVe2G30NecDENJriW1EMDVJS.uasset) (104.3 KB)
FadeByFloatExport.uasset (85.7 KB)

Just leave the “crossfade” input 0, on the crossfade mixer blank. It’s not supposed to be connected to anything.

If you put this asset inside a metasound, you will see values for fade in start/end etc.

Below is a real world sue case:

Thanks ! Very useful :wink:

hello, new to metasounds how do i control the fade outside of meta sounds?

I have set up my own version of fade by float in UE 5.0.3 (because the .uassetfile here does not work due to old engine version i guess)

and then i set up a control metasound

I want to input from blueprints a linear interpolate float to change between my loops

or is this not a terribly valid usecase for this?

I would do something like this, and in the blueprint move the crossfade value between 0 and 4 with “map range clamped”

Hey Can you help on this to understand what’s going inside this graph:

I need it too :frowning:

Hi, did u find the answer how to build it?

Nice share — that FadeByFloat graph is the metasound side. The BP side of driving it at runtime is Set Float Parameter for the crossfade value, or InterpolateFloat if you want the fade smoothed with a curve instead of snapping.

I put that plus preset state bundles in one place so the runtime wiring is one node: Expose MetaSound Parameters To Blueprint. Disclosure: my plugin — thin wrapper, same engine call.