Ambient Sound

I use an Ambient Sound and I overridden the Attenuation Settings.
The problem is: when I play, and enter in Attenuation area (is a sphere) the sound plays, all is working fine. But when I exit the attenuation area and enter again, the sound doesn’t play anymore.
Can you tell me what can cause this problem ? Any hint ?

specs: unreal engine 4, intel i5 2.6 GHz, 6GB RAM.

Hello,
do you set back your settings to original situation when you go out the sphere (like a begin and end overlap)

Hi !
It doesn’t have such an option. I don’t know if I can to that.

Ok, check that example, i did that to help someone who needed a radio. The thing is that sounds were not reseting (which i think is your trouble too, (maybe i am wrong) but if each time you set the sound then it start again and stops the last. maybe can you try an approach like that.

the original thread with some more infos : Question about making radio? - Blueprint Visual Scripting - Unreal Engine Forums

There is a little difference between that radio and what i’m trying to do. Let say I have two rooms, and for each one I want to play a different song. When I move from one room to another, the music from the current room I want to slowly reduce to zero, and the other music start to become louder and vice-versa.
I am using that “AmbientSound” because it has a falloff distance for the sound (music). When I leave that falloff and enter it again the music doesn’t resume from where it was or start again from the beginning, it’s just completely silent. And in the level blueprint, “AmbientSound” it has only one event (“Add OnDestroyed”), not so helpful.
From what I see, that radio continues to play the song at the same volume, regardless the distance between the player and object which emits that song (radio).

ok,
you may have check a wrong node. Ive just make this try with in the middle my player start, left an ambient sound and right another one with two basic sounds (fire and sparkles) i changed only what you can see on the right. at middle i ear nothing and at left the left at right the right and again when i come back. if you checked unchecked something else it certainly comes from there.

Well, this is my scene, all the settings looks just the same as yours, but still, same problem happens.

:frowning: only things i think if all is similar in our ambient sounds is that or in your level bp or in world settings you did a change which does the trouble. If not then, sadly, you need someone with better skills in sound than me and have to use answerhub if no one else see your trouble here:-(

Indeed, sad.
Thank’s anyway for help ! :slight_smile:

I discovered what the problem was !
First, when you import a song into your udk library, you must create a cue blueprint of it.
After that, in the cue blueprint, you check the “loop” button on the first node which contains the name of the song that you imported. After that you simply set the sound source of your “ambient sound” to be that cue file you’ve created.
If you look closely, every cue file in the audio library have that “loop” property checked.

Case closed. :smiley:

1 Like

Yeah!!! Congratulations you found it ! ^^ yes i used cues so not thought about that. Really happy you solved it by yourself !