In an upcoming update, we’ll be exposing the ability to change the loading behaviour of sound assets so that they behave like they do in Unreal Engine. We’ll provide guidelines of when to use each of these behaviours.
We want to provide smarter solutions for loading like the one you’ve described in the future!
We currently don't have any plans to support adding Audio Components to Blueprint Classes. We do however have plans to provide audio functionality outside of the device paradigm.
For now, the safest path is to use music you have created or that you fully own yourself. That said, we are actively exploring ways to enable more music in the FN ecosystem.
We recently added support in sequencer for spatialization and attenuation in sequencer audio tracks. Now as sequences play, players should hear audio update as they rotate and change their distance from the audio source.
This will be coming in a future update! You’ll be able to register players to an Audio Mixer and affect the mix just for those players. We’ll provide some guides on how to use this new functionality.
Appreciate the feedback. UEFN is still in beta, but our vision is to eventually offer cleared music in Fab for Creators to use in their projects. We’ll keep the community updated as we make progress here.
Audio Player devices are relatively fairly cheap and you don’t have to worry about using them as long as they are serving a purpose with audio and fits within your overall budget. In Unreal Engine, we have a feature called Audio Gameplay Volumes that allows users to define regions (or rooms) and define audio behavior based on spaces and make what you are trying to do easier. In the meantime, for your use case, it might work better to use a Mixing Device and a Control Bus for the audio on your different levels. There is an update coming soon that adds Registered Player functionality to the Mixer Device that will allow you to do basically the same thing with your robot audio but with fewer Audio Devices and sound files.
In UEFN (like in UE) you set the surface material on the Material asset itself. All of the Fortnite props and surfaces made available to users in UEFN already have a surface material set and cannot be changed. If you import your own static meshes and materials, you can set the Phys Material in the Material’s settings under General. By default it is blank but there are 13 different material types you can choose from, such as Dirt, Glass, Metal, and Stone. The FN character’s footsteps will automatically switch to whatever Phys Material you set for that material wherever you use it. This will effect other Fortnite sounds as well, such as bullet impacts and pick axe impacts.
If your island exclusively uses music you have created or that you fully own, and that music is causing it to get rejected, please surface the issue through player support so we can take a look. And we hear you – we’re currently exploring ways to enable more music in our ecosystem.
At the moment, we don’t have a way to turn off sounds on Fortnite props. It’s on our radar, but much lower compared to some of the other features we are prioritizing.
Right now the only way to layer music tracks is by loading up your music stems into a sequencer and controlling the various mixes you want with a set of Control Busses and Mixer Devices. In the example pictured, I have 3 separate music stems, and each stem has its own Control Bus and its own Control Bus Mix to control the volume of the stem. You can then use the event functions to change the mix of the stems based on your gameplay. When setting up your music sequence, make sure to set your Clock Source to Audio which will keep your music stems in sync with each other.
Currently, creative devices have a mix of audio support ranging from audio effects playing all the time, audio effects that can be disabled, with a few devices that allow for users to select their own audio. For any devices that currently allow users to disable audio, a workaround is to add an Audio Player device that will play the audio you want when the other device is triggered/activated etc. Unfortunately the Signal Remote Manager device currently doesn’t support disabing audio. Longer term, we believe devices should have a unified way to control and customize audio. For the short term, we are prioritizing a handful of devices to allow users to disable audio ( such as the Creature Spawner ).