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Level blueprint; fade in/out audio components over time?

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    Level blueprint; fade in/out audio components over time?

    Hello! My world uses a day&night system. I wish to have the ambience of birds chirping at daytime, and insects at night.
    I have some cues with attenuation setup at spots where I want these to play.
    I have a value of 20 to -20 at the moment representing the day&night cycle (20 is midday, -20 is midnight), which I have mapped to 0-1 (0 volume and full volume), and inverse for night effects.

    But how do I actually apply the volume multiplier to my sound cues in the level blueprint?

    Edit: Figured out why I couldn't find any useful functions, context sensitive was enabled and hid all the relevant audio nodes. I can now manage this easily. Sorry for the useless post!
    Last edited by Graylord; 02-11-2020, 08:56 AM.
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