How to define complex ambient audio volumes
I am building an island, with an irregular shoreline. I'm trying to create audio ambience that follows the shoreline and extends into the ocean, but I'm not sure what the best way to do that is. I could place hundreds of Ambient Sound actors to blanket the area, but that seems sloppy.
I thought this is what Audio Volumes (now called Reverb Volumes) were for, but it appears they're just for adjusting reverb properties.
Is there a way that I can define a volume that follows the shore and have the sound attenuate according to the player's relative position to it?
asked Oct 17 '14 at 09:20 PM in Using UE4
Actually you can adjust the interior and exterior audio volumes using Reverb Volumes "Ambient Zone" settings:
These will change the parameters of audio sources contained within the volume/outside it based on the player position.
answered Oct 20 '14 at 11:20 AM
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