Have anyone here seen the Live Training video with Zak Belica regarding audio and sound in UE4?
My question mainly focuses on the blueprint for the material zone setup. In this blueprint, Zak does not show what the “OnComponentEndOverlap(Rock Box)” node is connected to, and he does not show what happens on the right side of the blueprint. Does anyone here have any idea what he might be doing and/or connecting?
I am very new to audio in UE4 and am currently trying to create ambience for different zones on a map, and wanted to try to combine 2d and positional 3d ambience and thought this video was very well done.
Do you want a menu to control the audio volume?
So, what I am basically trying to achieve at his point is to create different zones where different ambiences will play. As I am fairly new to this, I don’t really know if a menu to control the audio volume is what I need, unless that is what he is doing in the video. The blueprint from around minute 42 of the video has been replicated and made from scratch. What I’m struggling with now is the blueprint he made from around minute 24 of the video. As I understand it, that is the blueprint he uses to trigger the different sounds in the ambience-blueprint depending on what collision box the player enters or leaves (please correct me if I’m wrong). The problem here is that seeing as he did not show the entire blueprint, I don’t really understand what this blueprint fully does or know how it really works.
Thanks! Would this also work if i wanted to make 3D sounds that would spawn randomly around the character?
Ok, what yo can do it to make som trigger boxes that will turn off the music and turn on new music, and that is easy to do.
here is the what I wood have done:
- create a Sound Mixer and an Sound class in the editor.
- conect the Sounc Class to the Sound Mixer.
- Go to all the aduio file (Not the Cue) and set them to use the new Sound Class.
- Then make triggers so it turn the volume off all the sound to 0 and then use the “Play Audio 2D”.
Tell me if you need more help
Well yes it is possible, but then you need to dore work for it.
But for music that do not is in the Sound Class will not be affected by the Blueprint