Homing In On Location Sound
Hey folks, I am trying to have my character pick up an object which then beeps more frequently as I approach a beacon and less frequently as I retreat from it.
My initial plan was to create a looping sound cue with a delay node that I could modify outside of the cue with distance information from my character and the beacon. As far as I know, it is not possible to modulate a sound cue's delay outside of the cue. I've messed around a bit with a few other ideas, and I have not made any progress in the last two days. AFAIK, once I pick up the device, I want to get the distance between the beacon and I and assign that to a 2 second delay, which will then increase linearly until it terminates once I arrive at the beacon and teleport to the next level. I am uncertain about a lot - should I spawn sound attached to a invisible component on my character? Should I play the sound 2D? Will I be using a WhileLoop for this?
I sincerely appreciate any insight on this topic. I come from an audio background, so my ability to use intuition in this area only gets me so far.
asked Dec 11 '17 at 08:17 PM in Blueprint Scripting
Here is a simple solution. You are simply dividing the distance to the player and in my case the owner of the component (since I'm using an example of a blueprint component), with a set number of intervals. Hook that in to a delay and then play sound. If you want a more complex one I can post that.
answered May 08 '18 at 12:21 PM
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