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Is Too Many Sounds Virtualized Bad?

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    Is Too Many Sounds Virtualized Bad?

    My team is currently creating a game, and we've noticed that if we turn on the Audio3dVisualize command in UE4, we can see many sounds that are out of range of the player, yet being virtualized (the text in blue). Should I leave the sounds virtualized, or can I destroy the sounds when they are out of the player's range?
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    #2
    I think there are scenarios where a manager will do a better job of populating a level procedurally with sound than placing a ton of Ambient Sound Actors everywhere. The question is do you need them to stick around? Are you tracking their playback?
    Dan Reynolds
    Technical Sound Designer || Unreal Audio Engine Dev Team

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      #3
      I don't believe we need to track them at all. The ideal situation would be to only start each sound when the player is in range of them.

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