Get / Set Low Pass Filter does not appear to function at runtime
Summary Get / Set Low Pass Filter does not appear to function at runtime
Description An Audio Component contains a 'Filter' section in its Details, which includes a tick box to 'Enable Low Pass Filter' and place to set the 'Low Pass Filter Frequency'. Ticking the box and setting a value can be observed to apply a low pass filter when playing the game.
There are also nodes available in Blueprints which appear to allow the user to get and set these options. For example, 'Set Low Pass Filter Frequency' and 'Get Enable Low Pass Filter'.
It currently appears that if these are used within blueprints, they have no effect on an Audio Component at runtime.
Steps to reproduce
Expected Results When in gameplay, triggering the 'Set Low Pass Filter Frequency' node should cause the frequency of the Low Pass Filter on the Audio Component to change.
Actual Results The 'Set Low Pass Filter Frequency' node appears to have no effect on the frequency of the Low Pass Filter on the Audio Component when in gameplay.
asked Apr 17 '17 at 10:08 PM in Blueprint Scripting
Pretty sure this wont work in the current version of the engine, although audio enhancements are coming in 4.16 and will continue in future iterations of the engine.
You could try using a even tick tick to drive the filter change into a "lerp to" node and set the float variable that way. You could use some flow control nodes, perhaps a do once, if you still want to use your key input. You could also use a timeline to do modulate the float.
But unfortunately, like I said, pretty sure this functionality isn't supported.... yet!
answered Apr 19 '17 at 12:05 PM
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