Found while writing EngineTests for [Link Removed]. Appears to work the other way around (using Exterior volume and having the sound inside and the listener outside to start).
This also occurs when changing Reverb settings on a Reverb component , with Submix Send Settings and Submix Override when the listener position is set to Inside the volume , with a Filter component when setting Exterior LPF . If a player spawns inside the component, the settings do not take unless the player exits and reenters the component.
I have a change I can shelf for testing in EngineTest if that's easier than recreating, as I was writing it when I encountered this.
Video example – Player Start is inside the volume on PIE. [Link Removed] Ignore slightly weird sounding audio, recording remote desktop audio gets weird sometimes.
Blueprint for ref:
[Link Removed]
1) Launch any project. Enable Audio Gameplay Volumes plugin if it's not.
2) Create a Blueprint Actor
3) Add an AudioGameplayVolume (VolumeProxy) component
4) Set Proxy to AGV Primative Proxy
5) Add an AttenuationVolume component
6) Add a mesh (ex a Cube). Size it to be large enough to have the player start be inside it.
7) Select the Mesh and set the Collision parameters in the Details panel.
8) Add the Blueprint to a level
9) On EventBeginPlay set Exterior Volume to 0.0
10 ) Add the Blueprint to your level
11) Move player start so it's inside the mesh when the level starts
12) Add a sound outside the mesh. The sound *must* have a Sound Class on it with *Apply Ambient Volumes* enabled
13) PIE
Expected Result:
The sound goes silent
Actual Result:
The sound plays at full volume unless the player exists and reenters the volume.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-187870 in the post.
0 |
Component | Audio-Gameplay-Engineering |
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Affects Versions | 5.3 |
Created | Jun 6, 2023 |
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Updated | Jul 20, 2023 |