[4.18.2] Media Sound Component - Attenuation source always at 0,0,0

Steps to reproduce:

  1. Create a blank UE 4.18.2 project
  2. Follow the “Play a Video file” tutorial to setup a video to play on a Plane.
  3. Place that Plane ‘TV’ somewhere away from the world centre (0,0,0)
  4. Add a Media Sound Component to the Plane Actor and associate the previously created MediaPlayer with it.
  5. Enable ‘Override Attenuation’ or create a new Sound Attenuation settings file and associate it with the Media Sound Component.
  6. Press Play or Simulate

Expected behaviour: Media Sound plays with attenuation source at the location of the Plane ‘TV’.

Actual behaviour: Media Sound plays with attenuation source at 0,0,0, disregarding the actual location of the Plane ‘TV’.

Hello,

We’ve recently released a new method of bug reporting for Unreal Engine 4 issues. Please visit the following forum post for more information: Unreal Engine Bug Submission Form - Announcements - Unreal Engine Forums

hey rczarnowski, did you fill out the bug submission form? i’m facing the same problem right now

Yes, I did. Still no reply and/or inclusion of the bug on https://issues.unrealengine.com

Hi Sean - I’ve submitted the bug report using the new form before you’ve asked me to do the so. However, to this day I still do not see the issue logged on the Issue Tracker https://issues.unrealengine.com. Do you have trouble reproducing the bug? Let me know if you need any further clarification. Thank you!

Hi,
Didnt try with the plane, but it works fine with the static mesh, pivot needs to be in the middle of the object, not world (4.18.3)

Bummer! Tell me if you find a workaround, this is some weird stuff! Can’t believe that this is expected behaviour…

Hi, ndelchen, I just followed this video: Media Framework 4.18 Preview | Live Training | Unreal Engine Livestream - YouTube and instead the plane actor i use imported static mesh TV, with pivot in the center of the object and world position 0,0,0, then i move it to desired position in UE4. I also used static mesh BP instead level BP, here is my settings

I’m using the same settings as you are, still the origin of the sound is definitely at 0,0,0. Did you try to move the mesh to a place far from 0,0,0?

this is the position of the TV_BP and it plays sound from that location

Seems like turning this into a blueprint makes it work. Still I think this is a bug and should be fixed.

stuck here 2days now… going no where… how hard is it to create a TV box that sound fade away when move away… :frowning:

I agree, I’m pretty sure this is a bug.

Putting both the static mesh and the MediaSound component into a blueprint works for me too.

Not ideal, but if you create a blueprint from your mesh, add a media sound component (add your media-player to this) and then tick ‘Allow Spatialization’ and ‘Override Attenuation’, this seems to get around it and make the sound localized to the mesh.