Hello PDubulous,
You bring up a really great use case for Sound Mix Class Overrides and you’re just about there with your implementation. There are a couple of things you will want to do, but first, let’s overview the functions and properties to clear up the current confusion:
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Sound Classes - these are your means for applying classifications to sounds. In your case, your Master class would parent all sounds and your Music class would be a child of the Master class, allowing it to inherit properties when needed.
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Sound Mixes - these are your means for applying changes to the Sound Class properties. Sound Mixes allow you to designate specific changes to Sound Classes from their normal state. These are especially useful when transitioning between game states as these are the most likely times when you’d want to Modify your Mix.
From Blueprints, you can:
- You can Set a Base Sound Mix
- Push a Sound Mix Modification
- Pop a Sound Mix Modification
- Clear Sound Mix Modifiers from the stack
- Set an Override for a Sound Class within a Sound Mix
- and Clear an Override for a Sound Class within a Sound Mix
- Passive Mix Modifiers - these are special cases in your Sound Class graph. The way that they work is that when you set a Passive Mix Modifier in a Sound Class, any time a Sound in that class plays, the Passive Mix Modifier is ACTIVATED for a set duration of time.
This feature is a logically driven analogy to audio ducking.
A typical use case for Passive Mix Modifiers is say applying a special mix state when Voice Over sounds are played. In this case, you would have a Voice Over class and then add a Passive Mix Modifier that applies special mix modifications (as listed in the Sound Mix Class array) to any number of OTHER Sound Classes.
However, in your case, you DO NOT want to use Passive Mix Modifiers. At the moment, your project is using Passive Mix Modifiers on your Sound Classes (that’s why they’re colored green). You do not need this and it is in fact hindering your functionality.
So with that said you would want to approach this in the following way:
- Upon starting your map, use SET BASE SOUND MIX to use a Master Mix Sound Mix.
- Remove the Passive Mix Modifier references from your Sound Classes
- In your UMG Graph, make sure that you SET SOUND MIX CLASS OVERRIDE in both cases on the SAME Sound Mix (your Master Mix).
- Set the Master Widget value to the Set Sound Mix Class Override to apply to the Master Class and set the Music Widget value to the Set Sound Mix Class Override to apply to the Music Class.
This means that you are modifying two different classes in the same Mix–your Base Mix.
Now that you have your Base Mix set and you’re overriding values as needed from your widgets, you can use Push and Pop for additional mix modifications.
I hope that answered your questions! Good luck and feel free to inquire when stuck in the future!
Cheers,
- Dan