This tutorial is on how to utilize the Wave Player Node within MetaSounds. It includes an example of a basic MetaSound Source that plays a Sound Wave asset, and expands into random wave selection and concatenation.
https://dev.epicgames.com/community/learning/tutorials/ZdM3/unreal-engine-metasound-wave-player-node-usage
I’m just getting started with MetaSounds and sound in general within UE. I found the article about the wave player and got everything to work, I love the way they implemented this and it’s very intuitive. However, I’d like to know if there’s a way to populate the WaveArray input using blueprints or something similar. I have a content browser folder with hundreds of waves that I’d like to add to my WaveArray. I have tried using MetaSounds’ “Set Float Attribute” and all those “Setters” but I don’t see a function to modify the WaveArray from another object. Is this possible somehow?
Same here trying to find the best way to code a Presets/Banks manager, but apparently you have to populate a huge array of waves inside the metasounds, by hand. Or i’ve just seen nodes like Get WaveTable From Bank, but googling for it doesn’t give the how-to use in practice.
Oh! So the intended workflow is SetObjectArrayParameter (this also applies to any other UObject-based parameter type, e.g., pretty much everything that doesn’t have a dedicated parameter command).
Wave Tables are a bit different! They use the curve editor - outside of MetaSounds, you can create an asset called a WaveTableBank (right-click on Content Browser and go to Sounds->WaveTable->WaveTableBank), and you can access the data in it via the GetWaveTableFromBank. Generally you’re going to want to use the WaveTable you obtain for WaveTableOscillator (if you want it to be at an audible rate, like a sine wave), or WaveTableEnvelope (if you want it to control a parameter like volume slowly over time).