Just want to let you know that my Adaptive Binaural Wind blueprint has been released on the Marketplace!
Formally called Adaptive Wind-Over-Ear AudioBP, this blueprint simulates the sound of wind traveling over the player’s ears.
It can have countless uses in almost any project, and is designed to enhance immersion in first person applications and games. I hope you’ll check it out!
Just wanted to update by saying I really appreciate the feedback I’ve received so far! I’ve sold more than I thought I would seeing the first month’s summary. It’s tough to predict interest in something like this, but it’s good to see people are interested. I made a collage of videos here demonstrating the various uses of the blueprint. Going to try to get it linked to the marketplace listing.
If you have purchased this blueprint, please consider taking a couple seconds/minutes to leave a rating or review on what you thought of it. It really helps!
Bought this, it’s rad. Only thing I’ve adjusted (which I’d suggest exposing the var for) is the volume of the wind when occluded - it’s a bit jarring to have the wind just cut out altogether when I step behind a wall, in many instances. I have it jumping from 1 to 0.2, much nicer.
Are you using this blueprint alongside other wind sounds? I agree that having all wind sound cut to zero behind an object is jarring, and also not realistic.
The wind cutting out in this blueprint is intentional, however. The blueprint is only recreating wind hitting your ears, so obstacles that protect you from the wind will stop all wind from hitting your ears directly. If you continue a separate ambient wind sound, or even a shift from normal wind to a howling wind behind an object in conjunction with this blueprint, I think you’ll find it much better sounding and not so jarring.
@Proteus, you should be able to just make a project for the earlier version, then right click on one of the top level folders and click “Migrate”, then select a previously created 4.9 project’s Content folder.
Unless you already tried that and found the BPs were throwing errors, in which case, never mind
Thank you very much it worked. In fact the fact that I didn’t have the choice to adding it to my 4.9 project stopped me like a newbie. Sorry I just didn’t tried to migrate it from a 4.8 project!
Submitted a change to the blueprint. Recently acquired an Oculus Rift so I was able to test this blueprint out in VR. It was a tad buggy, not taking into account player turning independent of the HMD. It’s now only based on GetBaseAimRotation if no head bone is specified. I also added positional support for obstacle traces, as shown in this video:
I’ve recently added multiplayer support to the blueprint by replicating wind intensity, direction, and gusting. Submitted today, and hopefully live soon!
I’m no expert by any means with replication, but it worked perfectly on my many in-editor multiplayer tests. Would love any feedback when the update goes live.