In the test above, the Blue Component has a higher priority than the green component; however when in the listener is positioned where the components overlap, both components submix sends are active instead of the highest priority component only.
I've attracted a video to demonstrate. In the test, each number spoken is in a different location.
[Link Removed]
1. Launch *AudioQA* in the editor
2. Open the level *AQ_AudioGameplayVolumes* (Content\Levels\Manual\AQ_AudioGameplayVolumes)
3. In the *Outliner* locate the *Priority* folder
4. Select *AudioGameplayVolume_Blue*
5. Select the *AttenuationVolume* component
6. Toggle *Auto Activate* off
7. Select the *SubmixSendVolume* component. This component sends to a Reverb effect.
8. Toggle *Auto Activate* on
9. Select *AudioGameplayVolume_Green*
10. Select the *AttenuationVolume* component
11. Toggle *Auto Activate* off
12. Select the *SubmixSendVolume* component. This component sends to a Delay effect.
13. Toggle *Auto Activate* on
14. PIE
15. Navigate to the *Priority Test* stand.
16. Enter the *outer* box to trigger four audio tracks, each playing a single number (1-4)
17. Position the camera to that is in the overlap of the green and blue boxes (where the black plane is)
Expected Result:
Sounds inside the green AttenuationVolume are outside of the higher priority volume and are not effected.
Actual Result:
A delay effect is still heard on the sound in the green volume (number 2)
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-159589 in the post.
0 |
Component | Audio-Gameplay-Engineering |
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Affects Versions | 5.1 |
Created | Jul 14, 2022 |
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Updated | Sep 20, 2024 |