Are sound class volumes overrides or multipliers?

-screenshot of a function calling “set sound mix class override” - note the tick box “apply to children”
-screenshot of the SC_Master hierarchy in our game

I’m a bit confused here because I can’t tell if the Volume setting is each class serves as a Multiplier or an Override to the settings higher in the hierarchy.

I’ll do some A/B testing with some extreme cases if I can’t get someone to clarify - for example, at the bottom of the heirarchy, “SC_River” has a volume of 0.3 and “SC_Effects” has a volume of 1.

So, I have been treating these as multipliers and I think it has been working correctly. But the tick box “apply to children” has been set to “True” this whole time. I would think that mean that if I adjusted the master volume to 0.8 from the pause menu during gameplay, then both “SC_River” and “SC_Effects” would be set to 0.8, rather than scaled appropriately to their respective offsets.

Could someone clarify this a bit for me? thanks so much.

*edit - So, I just did some quick a/b testing, near a river for example. With “apply to children” unticked, changes called by my function have no actual effect. With the box checked, the Volumes lower in the hierarchy are treated as multipliers, like an actual physical mixing board. Its still really confusing that this tick-box is there though, though I can think of use cases I guess, its just a bit counterintuitive to my experience. In my use case, for example, the only sound classes that actually contain sounds are the classes at the bottom of the hierarchy. If anyone cares to comment, that would be great, or I’ll mark the question answered in a couple days. Thanks again.


they are multipliers.

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