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SFX Audio control

Hello world,

I just started to tinker with audio this morning.

I have 2 volume settings : BGM and SFX

BGM (Background music) :

Player Source: Audio component present and controlled by the base HUD Blueprint

File Sound Class: Engine:Music.

alt text

SFX (Sound FX):

Player Source: Global Audio channel.

File Sound Class: Engine:Master

alt text

SFX audio files are sometimes played through animations but more often using:

alt text

Simple Basic stuff...

I am aware that i can explicitly fetch and use the "SFX Volume" in respective blueprints while i play new sounds. However, i was hoping that there might be an alternate & more efficient method to do so. Something that sets the global volume for every other sound played during runtime.

Not that im lazy to update all the blueprints. Just that, i would like to minimize the "variable fetch and use" operations. I wouldn't mind reworking on the entire audio system if i have to as long as the code is efficient. ;)

Product Version: UE 4.18
bgm-audio.jpg (66.8 kB)
sfx-audio.jpg (53.8 kB)
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asked Feb 27 '18 at 09:21 PM in Blueprint Scripting

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Using the SFX variable value while playing sounds works, but not for Animation notifiers. In short, that approach is useless.

Here is what is needed...

1: Create new SoundMix and set sound class to "engine-SFX".

2: Project settings -> Audio: Set default sound mix and class.

3: World settings -> Audio: Set sound mix. (not necessary).

4: Edit all audio wav and cue files (apart from BGM) to SFX class (Bulk edit via property matrix is useful).

5: Configure volume controls.

alt text

Done :)

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answered Mar 28 '18 at 06:04 PM

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