Hi there, I am currently trying to add an audio simulation to an existing project that, up until now, has been entirely silent. To me as someone with not much unreal engine experience something puzzling is happening. Hopefully some of you veterans here have an idea what’s going on.
After adding audio sources to some of the blueprints, spawning actors that produce sound worked as expected. When I added attenuation is when it got odd. Even though the spheres displaying the audio radius are rather large, nothing is heard when walking into range. Since it is an existing project I thought, who knows what’s happening with the audio listener, so I just used “Audio Listener Override” to attach it to the player camera (even though that’s where it should be by default anyway). Still nothing, so I tried attaching it to other actors (or their meshes rather) and stumbled upon the following. If I attach the audio listener to an actor that also has an attenuated audio source I can here the sound from that source. Attenuated audio sources attached to other actors don’t register at all. When I add “Get Closest Listener Location” to the blueprints, only the actor the listener is attached to returns true and gives x,y,z coordinates. All other actors return false and give 0,0,0 as coordinates, even when the actor with the listener is right next to them.
Any help would be much appreciated. If the info above isn’t enough I would be happy to provide more details.