Hey DyingRace,
Here is the audio documentation, which I am linking to you so you can understand what Sound Classes and Sound Mixes are.
By default, there are the following Sound classes, located in Engine Content:
- Master
- Music
- SFX
- Normal_Attack
- Special_Attack_PSM
- Voice
To be honest, I don’t think you need to worry about Normal_Attack or Special_Attack_PSM, if you don’t want to. I see the rest as important for any game.
Next, by default, the hierarchy of audio control is as follows:
- Master
- → Music
- → SFX
- → Voice
This means that if you adjust the Master volume, the rest are affected as well. If you adjust say, SFX, Music and Voice don’t care, only SFX will change.
To start, you’ll need to go to the Sound Cue or Sound Wave files and set thier Sound Class to what sound class you want - from the list above. Double click them in the Content Browser to open them. If you don’t see them in the drop down for Sound Class, select View Options from the drop down and choose, “Show Engine Content”.
You will also need to create a Sound Mix class. I chose to create a mix for each Sound Class. In this example, I called mine “AT_SFX”, keeping everything default. With that made, open the Sound Class you chose, located in Engine Content, in my case SFX, and assign the first element of the “Passive Sound Mix Modifiers” to the “AT_SFX” Sound Mix.
Finally, you can manipulate the volume for these with the following Blueprint:
As you can see, the “In Sound Mix Modifier” is the “AT_SFX” Sound Mix class and the “In Sound Class” is the Sound Class whos volume you want to change. In my case, SFX.
With this, I can swap the volume from 0 to 1 with the key press of T. For you, you should look into having a volume variable, probably for each Sound Class, including one for Master. With that you should be able to adjust volume for the sound used in Anim Notifies.
You are able to do this in the Game Mode Blueprint as well.