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Attenuation with the player in a fixed position

I'm looking to create an effect where sound becomes clearer without the player requiring to move. For example, standing in a fixed spot outside of a nightclub, the music is muffled until the door opens and it becomes clearer before reverting back to its original muffled sound when the door closes again. Any help would be appreciated!

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asked Jan 21 '15 at 06:32 PM in Blueprint Scripting

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I managed to get something similar using a sound mix.

Steps: • Let's say you have club_music.wav. • Right-click that wav inside UE and create a Sound Cue. Name it club_music_Cue.
• Create a sound class. Name it club_music_class. • in the club_music_Cue, add a sound class node and select your club_music_class. • Create a sound mix. Name it club_music_mix and in it, add your club_music_class. • Do whatever effects you want when this mix is active.

Now from your blueprints, you can eighter "push" this mix to activate it, or "pop" it to set the sounds back to normal. Hook this to your club door to toggle the mix on/off!

Hope this helps :)

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answered Apr 11 '15 at 06:42 PM

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Ben Holme
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