Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Proximity Based Reverb Level - Set Reverb Settings Issues

I'm currently doing some testing/research into how I can implement a dynamic, proximity based reverb system, but am only running in to problems. The idea is that the distance between and sound actor and the player would determine the level of the reverb volume, which in theory sounds fine and is fairly easy to implement. After creating this system, and it not working, I tried doing a quick debug test to make sure things were acting like I thought they should, and it turns out they're not.

I've set up a very simple key system to adjust the volume of the reverb within an audio volume like this...

alt text

The problem is that I can change the settings of the reverb, but once and only once. Not matter what the setting, be it making the volume level louder or quieter, I can use either G or H to change the setting, but neither key will then make a change after that point. Is there something that I am missing in regards to how the audio volumes work or how the reverb settings are applied?

The end result is to have the reverb volume updated every tick based on the distance from player, which would allow me more control over the exact change in perspective, but if this is not possible, it would be good to know.


Product Version: UE 4.12
more ▼

asked Jul 21 '16 at 02:47 AM in Using UE4

avatar image

1 1 2 1

avatar image Minus_Kelvin STAFF Jul 21 '16 at 04:19 PM

I don't have time to deeply dig into the issue, but it looks like the reverb settings in the audio volume only get applied when you change audio volumes. It only ever gets the current reverb settings when transitioning to a new audio volume. I suspect if you walked out then walked back into the audio volume, the reverb would be set.

It's highly likely you won't be able to do what you're trying to do using audio volumes with some C++ engine features. You might be able to do something with ActivateReverbEffect (BP function), though I'm not quite sure about that either.

avatar image andrewmoore Aug 15 '16 at 04:26 AM

Thanks for your response. Unfortunate that there doesn't seem to be a solution for this, even in C++. Are there any plans to implement a more flexible auxiliary/reverb system in engine, or is this something that would generally be left to audio middleware to handle?

avatar image Minus_Kelvin STAFF Aug 15 '16 at 04:47 PM

Yes, I'm working on an multi-platform audio mixer backend which will allow us greater control of reverb, dsp graphs, and allow for user-created/3rd party audio effect plugins.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question