I put in the exact co-ordinates of my tower. The sound still played everywhere in the whole map.
I put the target to my tower, same thing,
I put in the exact co-ordinates of my tower. The sound still played everywhere in the whole map.
I put the target to my tower, same thing,
HI
Have you tried to play at attached. You could attach it to your P***OffRadius.
Or add Audio Component to BP and play that
I would suggest looking at the content examples. There are some really good sound setups for blueprints there.
Yup, happens here to.
Use to have it working in and old game, but deleted it.
Sorry.
i guess i shall move this to bug report then
Hi
I think I may have it.
I may be very wrong though, but I got a tingle.
Answer to follow.
Ok, this is me picking up stiff from other answers.
When you open that you have these settings. I do not know what any other them do for sure, but have a play.
Got it to work, walk away and sound stops.
Can show you on Youtube.
YES thank you!! This is perfect
thank you, from the future!
Itâs only the attenuation that sets where the audio should play. If you donât set the attenuation settings either in the cue file or by overriding it via settings in the blueprint then it will play everywhere.
Note that Distance Algorithm: Natural sounds much more, well, natural than Linear does. Details: Sound Attenuation in Unreal Engine | Unreal Engine 5.1 Documentation
Five years later: still relevant, still works.
Some settings got renamed, some new settings appear, but the method is the same.
Donât know why default blank attenuation settings arenât actually attenuating anything.
Blank default attenuation means no attenuation which will cause an audio file to play everywhere.
You always want to create some attenuation files for various distances. Also, occlusion will block sounds so that can also contribute to why you might not hear an audio file play, especially if youâre spawning it inside of a mesh as the location is always the origin of the specified attachment point.
I always create duplicate attenuation files for occluded and non-occluded at the various distances.
Your reasoning doesnât make bad design any less bad.
The nodes are called âplay sound at locationâ or something similar that makes one assume that it will be playing at location.
Not only the word âattenuationâ doesnât say anything about it being required for the node to function as its name suggests, it is well hidden under that arrow, suggesting that this parameter is at least optional and most likely doesnât matter in most situations.
Thereâs no tip, no warning, noting at all.
Itâs like selling a âself-driving carâ that will self-drive you into a nearest wall and then answering to a complaint with âyou shouldâve bought separate self-driving unit and attached it to the steering gearâ, ignoring the fact that the car came without steering wheel and its steering gear was well hidden.
No, thereâs nothing about attenuation requirement in the manual.
SlayerGoury is obviously right.
Just a question: is there any way to change the default sound attenuation to a sound attenuation class I created? I donât want to have to set it manually every single I use the âplay sound at locationâ. Not to mention all the ones I already used before I realized I needed to set this manuallyâŚ
I searched project settings but didnât find any âdefault sound attenuationâ to change to my classâŚ
Would it be possible to post the youtube link here so other people can solve the same problem?
Again dudeâŚthanks from the future!
Thank that fixed my issue of sounds not playing some times.