What is the best way to manipulate all audio in game

Hello all,

Which blueprint node is best to manipulate all audio firing in game like sound effects and music? I would like to be able to change volume and pitch all at once with a key press.

Thanks

From looking at the audio nodes, most have a volume and pitch multiplier or some other float input that affects the sound levels.

You should be able to plug a variable into all your sound effect nodes that is basically your mass volume control. When you change the value in the variable, it affects everything that receives it as an input.

You could additionally have one variable for mass volume, and then another variable for each separate volume type. So for Sound Effects would be “Global Volume + Global Sound Effect Volume” and Music could be “Global Volume + Global Music Volume”. Or you could multiply instead of add, whichever works better.

So then you just assign your keys to Set your Volume Variables by adding or subtracting from them.

Bringing this thread up to date. There’s still no UE4 way to do this in a blue print but Rama’s BP library plugin has a SetVolume Node see (39) Rama's Extra Blueprint Nodes for You as a Plugin, No C++ Required! - Blueprint - Unreal Engine Forums