I have a video setup using the new media framework from 4.18, including a Media Sound component in an actor BP. Everything is working as expected. However, I cannot figure out how to control the volume of the Media Sound.
Is there any documentation on how to control a Media Sound’s volume?
Hey Ken! Does the attenuate work or does it play the sound all over the level? NOTE: The attenuation will work if the video is in the center of the map, if you move the video from the center then the attenuated sound will still be playing from the middle.
Well this is unfortunate. I still don’t have a volume multiplier API after I:
Uninstalled/reinstalled 4.18.2
Created a new project
Enabled the synthesis plugin
Created a new blueprint and added a Media Sound component
To be overly verbose about my steps in case I’m doing something wrong, after opening the new BP I clicked the green “+ Add Component” button, typed “Media Sound” and selected that item. I then dragged that component into the event graph and dragged off its pin. When I type in ‘volume’ I see nothing related to audio (I do see some physics volume options).
Hmmmm. Try turning on the New Audio Engine. It’s in Early Access right now. You can open the Editor with command line -audiomixer or any of the other methods described in the sticky thread.
I was never able to get a SetVolume command to appear, even on entirely different machines with entirely different 4.18 projects. If Dan hadn’t been trying so hard to help in this thread I’d be convinced it just wasn’t possible.
In the end, I stumbled through an awkward workaround using a SoundMix, a SoundClass, and a SoundMixClassOverride. SetSoundMixClassOverride has a volume input. I’m convinced it’s all wrong, but I can at least change the volume of video now!
I have the exact same problem in 4.19.2. When compiling for Oculus Go I am unable to influence the sound of the movies. On Rift no problem at all. But on Android it just does not work. To me it seems there must be something going on with the Media Framework for Android. @dan.reynolds could you check if this is a known issue for the Media Framework? Thanks. I know I have it since 4.14.
My work around now is to separate video and audio tracks and import them as separate assets.
I’m also still experiencing this in 4.18.2. Definitely seems like an issue, since the only “volume” contextual options for a Media Sound component appear to be physics related.
In case this helps anyone; it appears the Media Sound Component creates a child Audio Component to actually play the sound, so a quick workaround is to use a for loop to scan for and store that Audio Component and then adjust the volume on that component.
Despite this, I have still been unable to get any of these working for GoogleVR on Android in 4.18, despite it working just fine in the editor, VR-PIE and VR Standalone. @MillhouseOne I suspect an issue with the Media/Audio Framework integrations with Android as well like @martin_vr mentioned. Any info about this? Unfortunately, I have no idea how this fares in newer engine versions since I cannot do GoogleVR in a version later than 4.18 without running into SDK issues.
I had this same problem, and then I realized that somethin a lil funky is goin on:
If I scroll through the Details panel of my media sound component, there’s no Set Volume Multiplier option. If I search for it in that Details panel, still nothin. However, if I drag the media sound component onto my event blueprint, and then create a context-sensitive node by dragging out from the ■■■ on the media sound component, I’m given the option to set volume multiplier if I search for that. Perhaps y’all are dealing with a more complicated issue, but that’s what fixed it for me!