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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?

Product Version: UE 4.10
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asked Feb 15 '16 at 11:22 PM in Using UE4

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BorisWillis
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avatar image BorisWillis Feb 26 '16 at 05:46 AM

Anyone else have this issue?

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1 answer: sort voted first

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:

 void ADialoguesPlayerController::GetAudioListenerPosition(FVector & OutLocation, FVector & OutFrontDir, FVector & OutRightDir)
 {
     OutLocation = GetPawn()->GetActorLocation();
     OutFrontDir = GetPawn()->GetActorForwardVector();
     OutRightDir = GetPawn()->GetActorRightVector();
 }

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answered Mar 29 '16 at 03:54 AM

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DrHobo
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avatar image BorisWillis Apr 01 '16 at 12:59 AM

Thank you so much!! I am working on learning C++ but like many non programmers I am stuck with Blueprint until I learn more about how to implement code.

avatar image BorisWillis Dec 01 '16 at 09:04 PM

I figured out where to find the code and replaced it with the code above in Visual Studio and saved it. I didn't get any errors but not sure if I compiled or even needed to compile. I restarted the project. However, it still didn't update where the sound is played. I don't have a dialogue player just have a volume inside a room. Any advice?

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