Play sound at capsule location not camera
I have a level where the player watches animations that are across the hall from each other. However because the sound is played at the camera location the wrong sound is playing. I want the ambient sound to be played based on the location of the player mesh or capsule instead of the camera. Is there a way to do this?
asked Feb 15 '16 at 11:22 PM in Using UE4
I picked up the answer at this forum post: https://forums.unrealengine.com/showthread.php?28170-Sound-Pickup-Based-On-Pawn-Not-Camera
Basically, it can be done in C++ as it is not exposed in Blueprints. You must override the virtual function GetAudioListenerPosition()
My own implementation goes like this:
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