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Attenuation shape - Cone

I think I might have asked this before but I can't see it in my list of questions - so apologies if I have but...

Hi, I have a question, or potentially a request regarding the cone audio shape. At the moment the Falloff distance doesn't seem to apply to the lpf, meaning that whilst it sounds OK when moving off at an angle from the inner cone, when you leave the end of the inner cone (A in attached image) the lpf just snaps from fully off (inside the cone) to fully on. If you think of a tannoy when you're off-centre the sound attenuates and is filtered but if you remain central there's no lpf drop off - since you're still getting the direct sound. (Just like a cone light only fades when you're off-axis). It's not a perfectly physically accurate representation (since off-axis lpf attenutation would be quite different from the lpf over distance when on-axis and ideally you'd want separate control for both) but for the time being it would be great if we have the falloff distance also apply to lpf.

Thanks! R.alt text

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asked Jun 18 '14 at 07:19 PM in Using UE4

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billystupid
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This is to link the forum post to the AnswerHub question; which has a ongoing discussion:

https://forums.unrealengine.com/showthread.php?8614-Attenuation-Shape-Cones&highlight=audio

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answered Jun 24 '14 at 01:29 PM

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TJ V ♦♦ STAFF
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avatar image TJ V ♦♦ STAFF Jul 02 '14 at 04:20 PM

Hi billystupid,

Since you said on the forum post that you can't reproduce the issue, we are marking this post as Resolved for tracking purposes. If you would like to make the feature request you mentioned, please feel free to create another post in our Bug Report section detailing the request.

Thanks, TJ

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