SFX Audio control
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.
SFX (Sound FX):
Player Source: Global Audio channel.
File Sound Class: Engine:Master
SFX audio files are sometimes played through animations but more often using:
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. ;)
asked Feb 27 '18 at 09:21 PM in Blueprint Scripting
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.
answered Mar 28 '18 at 06:04 PM
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