How to add Audio Volume inside a building mesh?

Hi,

I’m working on a modern day military shooter and I’m the one doing the sounds for it.

I wish to know something about how to handle ambient sounds and volumes the best way.

Example:
I have a so called “merged static mesh group” with BP.

I want to add an Audio Volume within the walls of the whole compound And Audio Volumes inside the two buildings. I want to add 3 ambient sounds. One for the “courtyard” and two for inside the two buildings (interior ambient sound).
Is THIS even possible in the present version?

And to the hard part of what I can’t figure out the best way, how do I “snap” “borders” or either a Volume or Ambient Sound attenuation to meshes?
Or more or less how to I follow the walls if they’re not pure rectangular like this?

I’ll explain a scenario of what I want to happen:

  1. I have a “global outside ambient
    sound” outside the compound.

  2. When I enter the courtyard, I want
    the outside sound to decrease in
    volume and let the courtyard ambient
    sound to start to play.

  3. If I then go inside one of the two
    buildings here, I want the courtyard
    sound to decrease in volume and let
    the “interior ambient sound” to
    play. And reverse when I go outside
    the compound.

I mainly want to know if its doable within “Components” of the mesh group?

Thx in advance! :slight_smile:

Hello!
I’ve the exactly same problem / question. Did you or someone have a solution to this situation ?

Thanks !

Glad sombody finally bumped this. :wink:

Pretty much same question here, so here is another bump.

btw, I cant find any tutorials on this anywhere on the web.does any body know if they are even there?

ML

here

I tried to adjust volume this way and I could not.

I am going to follow and bump this one as well

Hang on’

i would be placing trigger boxes and the sounds being played in World BP.

It wold be easy enough just to change sound, but are you looking to fade in and out or just different sound?

You could try playing arround with reverb volumes.Just google it.

I am currently facing the same struggle, but just thought up an idea.

Write (or stick together) a blueprint, that manages ambient audio.

You have a master ambient sound (outside) and when you walk inside you want it to change.

So put a trigger box/trigger sphere around your building. Put an Event ActorBeginOverlap on it and let it handle the pain for you.Technically, you can only box up the entrances and read out which direction your character goes and change the sound accordingly.