Yep, there’s some stuff here but I’m afraid it doesn’t have any code. It’s from a book called The Game Audio Tutorial by Richard Stevens and Dave Raybould.
They show a screenshot of AmbientSoundSimple with an Ambient Properties dropdown; after Attenuation there is a LowPassFilter with a tick box and radii min/max. One of their tricks in a demo map that comes with the book was to place the sound under the floor “so the player never actually experiences the sound at the Min distance”. (Page 50.)
Further along (pp 104-15) there’s a little more detail. On what I assume is the sound asset they have the Attenuation and Low Pass Filter tabs unfolded. In Attenuation, Attenuate is set True and the Distance Algorithm is set to ATTENUATION_Linear; Distance Type to SOUNDDISTANCE_Normal (min/max 400). LPF is True, min/max 3000/6000.
I’m assuming that you already know this though…
What specifically is it you’re trying to control with the LFE using script? What effect are you after?
“Reverbs are applied in the [UDK] using a [ReverbVolume]” (pg 91). Seems there’s no way around this, I’m afraid. Reading between the lines, this might be because the UDK uses reverb presets, rather than allowing you to adjust individual parameters. There is a FadeTime parameter which should help with transitions between spaces.
Is it possible to apply a reverb to a sound class and then allocate the sounds you want specific reverb on to that class?
Again though, if you don’t mind me asking, what specifically is it you’re looking to do? Mostly, reverbs will be applied to a space rather than to individual sounds so I’m guessing you want a certain effect? If it’s just one or two sounds that you want this effect applied to it might be easier to make 2 WAVs, one with the reverb you want and one without, so you can use both. I believe (though not 100% sure) that you can exclude certain cues from reverbs (?) which would avoid you doubling up if there is already a reverb applied to a space.