Can someone explain to me how I can get an audio volume to work with a low pass filter when "underwater"
I We technically got it working but it only affects sounds outside when you're inside the volume, and sounds inside when you're outside the volume. The problem is when my character goes underwater, the outside sounds muffle butt not him shooting and swimming because his sounds are attached to the camera and they are technically INSIDE the volume which in turn means that the shooting sounds will not be affected. Is there any way to get an audio volume to make to where if you are inside the volume that everything will be low passed as a whole, not just either or. Thanks.
The way we figured it out in our game is: we created a Blueprint of Trigger Class and created a Boolean system of checks whether our ship was in or out of the water or lava or w/e you have. Then assuming you have a weapons blueprint that is take care of your weapons and not you character BP, then we just use Push and Pop Sound Mix Modifiers to affect the EQ of our weaponCharacter soundclass (where all our weapons are set to) Using those booleans and branches to check whether the character is in the audiofilterBP that i created, then it should push all my sounds that have the characterweapond soundclass.
Hope this helps.
answered May 22 '16 at 07:14 AM
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