Passive Sound Mixes - volume threshold
So in the docs it says "Passive Sound Mixes are Sound Mixes (see below) that are passively activated whenever any sounds of that particular class are playing louder than a specified threshold." and in the Sound Class you can specify a number. But what does this number actually relate to ?
Let's say for ducking dialogue example that npc dialogue up close plays back at its max volume 1.0 when they're standing next to you, and 0.5 when their a given distance away due to attenuation over distance. What do I set the volume threshold to ? As I want the ducking mix to occur when it's 0.5, (since I want the player to hear the dialogue) but not at 1.0 (since we then don't need to duck). It seems to work in the opposite way to that which might be useful ?
I'm likely misunderstanding this but can anyone give me and example case to make this a bit clearer ? Cheers !
Unless I'm misunderstanding to get the 1.0 to 0.5 behaviors you'll want to apply an attenuation behavior to the sound.
The Passive Sound Mixes are intended to be a way of automatically applying a Sound Mix when something is occurring.
So for example, if you wanted to make your ambient sounds quieter while a dialogue line is playing, in the Dialogue SoundClass you'd add a Passive Sound Mix that ducks the volume on the Ambient Sound Class.
Another example of how this could be used is if the SoundClass related to a particular enemies ambient sound is loud enough (the threshold) we pitch shift the whole audio mix.
answered May 23 '14 at 08:21 PM
Marc Audy STAFF
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