Which component / actor is responsible for where all the sounds can be heard from? I am developing a top down shooter where the camera boom is quite far away positioned from the player, so fire near the player is extremely silent. I need to change this so all the sounds can be heard relative to the player, not the camera. I hope somebody has a solution for this!
The virtual function APlayerController::GetAudioListenerPosition is responsible for this. You must subclass player controller with your own class and override this function to change the location. There isn’t currently a way to do this from blueprints though it is on the list of things to expose.
Not sure how long it’s been there, but there is a blueprint function now you can use to fix this.
It’s in PlayerController called Set Audio Listener Override. You can set a world location/rotation for the audio listening, or you can attach the listening to a scenecomponent (e.g. the mesh of your controlled pawn lets the pawn be the listener rather than the camera).
You may know already since this is an old comment, but it’s been implemented and the player controller has a Set Audio Listener Override node. See my post below.