Hello there,
I currently have an SFX that, when my (enemy in this case) dies, it plays an SFX at a specific moment, I’m also using “Sound Attenuation” for the SFX so that there’s some variation to it depending on how far/close the player is to my “target” (which in this case is the mesh)
To the “Play at Location” node, I’ve also added a “Sound Attenuation” but when I do that, the SFX isn’t playing at all as intended (but removing it plays the SFX with not problem but that’s not what I want), no matter how close I am to the mesh and so far, I’ve tested:
- Using Sound Cue(s) and adding a Attenuation node but the issue still persists
- Inputting astronomically high values on the “Inner Radius”/“Falloff Distance” (like 20k and 50k values)
- Referencing this post, On the audio file itself, I went to “Voice Management” → “Virtualization Mode” & tried to change some options here but nothing
- I’ve also set the “Volume Multiplier” to 100 but that didn’t do anything either
- Just adding the normal SFX and the Sound Attenuation to it but again, nothing
I think I’ve tested just about everything I can, and I would appreciate ideas on what I could be missing, below there’s a screenshot of the “Sound Attenuation” settings & a link to part of the blueprint
Other information
Sound Attenuation settings:
MetaSound setup:
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Part of the blueprint: Sound attenuation Problem posted by anonymous | blueprintUE | PasteBin For Unreal Engine
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The SFX is an .ogg file
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I am using Unreal Engine 5.5.4