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Ambientsound simple missing ?

Hi, https://docs.unrealengine.com/latest/INT/Engine/Audio/SoundActors/index.html On this page of the documentation it refers to : AmbientSoundSimple Actor AmbientSoundNonLoop Actor (and the toggleables shown in the screenshot on this page)

But they do not appear in my Class Viewer window - is this intentional (i.e. you want everyone to use SoundCues and Blueprints for this functionality) or a bug? If intentional then maybe this page needs updating? Thanks.

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asked Mar 20 '14 at 07:25 PM in Using UE4

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billystupid
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Apologies for the inaccurate documentation. When deciding whether to start documenting from scratch or updating documentation for UE3/UDK you can see we went with updating, but that does mean we occasionally missed cleaning up here and there.

In UE4 I wanted to simplify the ambient sound actor and instead of having many types of sound actors that each implemented an ever growing combinations of features with opaque behaviors, have a single class that easily exposed sound cues and gave you the full feature set and instead of swapping classes when you decide you needed looping you just add the looping node.

So in short (ahem or not). You should place the ambient sound actor and either use a reusable sound cue made in the content browser or a single use cue for that actor using the new button in the details panel. And we'll makes ire to get the documentation on that matter updated.

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answered Mar 20 '14 at 08:17 PM

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Marc Audy STAFF
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avatar image billystupid Mar 20 '14 at 09:08 PM

Thanks for the swift response - yes it makes sense to do that. So from what I see you can :

A) Have an AmbientSound Actor that references a Wav directly - in which case it automatically loops

B) Have an AmbientSound Actor that you can create a local unique SoundCue for using the 'New' dropdown menu in the 'Details' tab.

C) Have the AmbientSound reference a normal SoundCue from the Content Browser.

avatar image Marc Audy STAFF Mar 21 '14 at 01:29 AM

I would say that's a good summary though I believe in case A the looping is based on the looping property of the sound wave in the content browser.

I should also mention that you can also add an audio component to any actor blueprint you build and then place that in the level as well so don't feel limited to just ambient sound actors for placing sounds in the level.

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