Best way to adjust global audio?

Hey folks,

I am currently working on a settings menu and was wondering what the best way to go about adjusting global settings.

I know you can adjust the volume of individual audio actors, but I was curious if there are any global audio settings that I can change from the HUD rather than monitoring all the individual audio by hand.

And hints would be very welcome!

Alex

There is one variable available to you on the AudioDevice called TransientMasterVolume, but be warned it resets back to 1.0 every area transition so it needs to be kept up to date.

A reasonable way to do this (probably, kind of thinking off the top of my head) would be to use the SoundClass and SoundMix systems. You could create a SoundMix object that affects your Master sound class and then manipulate the Volume Multiplier or something along those lines.

Awesome! I will look into it. Thanks for sharing! I definitely need to continue looking into the relationships of the different sound systems but this sounds like a good place to start (no pun intended)

Alex

To bring this thread up to date. UE4 (as of 4.7) still has no easy way to set a global volume.

However Rama’s BP library has a Node that makes it very easy to set the volume for a SoundClass which makes this easier (39) Rama's Extra Blueprint Nodes for You as a Plugin, No C++ Required! - Blueprint - Unreal Engine Forums

My solution has been to change the volume multiplier property inside the various sound classes. This would be pretty tedious for projects with a whole lot of sound classes, but mine only uses a couple. I’m posting this so it might help some people who also use this kind of sound class structure.

In the project settings you can also set the default sound class to make all further imported audio conform to the class you’ve made with a volume multiplier applied.

There is actually a simple vanilla alternative. [TUTORIAL] Simple way to change Global Audio Volume - Audio - Unreal Engine Forums