Changing the volume of musical layers based on location

Hoping for a solution to this problem- a screenshot included would
Be very helpful.

I am looking for a way to mix concurrently playing track volumes based on location.
The method I have in mind is to have track levels change smoothly with a fade in fade out as the player moves into and out of trigger boxes in the level.
Here is what I know how to do:
I can create a sound cue that contains all looping tracks. But cannot find a way change individual track volumes with a trigger
I can create an actor that plays a cue when the level begins
I can create a trigger box that will fade in a music track when the player enters the trigger box and fade out when the player exits but the music track is not in sync with the starting track

So asked another way: how to I layer Musial tracks that will remain in sync who’s volume mix changes as the player enters and exits various trigger boxes in the game. This is the method I prefer to use as a composer rather than switching musical compositions based on trigger volumes

I can easily do this in Wwise integrated into unity by putting all tracks in a music segment in a playlist container and then controlling all track volumes with an RTPC based on a state, switch or game parameter
This method keeps all dynamically mixed tracks in sync while giving me mix control over their relative volumes.

Hoping for an elegant solution :slight_smile:

Very easy to do this. Just plonk an ‘ambient sound’ in the level, set the sound to play in the details and make these two changes:

  1. Check ‘Override attenuation’

  2. In the attenuation distance section change the Inner Radius and Falloff Distance to 250 ( to get a pronounced effect ).

You’ll find you can only hear the sound when you’re near the actor, and you can place as many of these in your level to get the effect you want :slight_smile:

They will naturally shut off when you move to a new area.

Even if you have BPs with sound components, they will still react when the player moves into the collision box, so it’s still based on location.

Can you explain a bit more if I’m missing the point?..

Ok
I’ve done that and it works
If I need more control:

what if I want layers 1 to 2 play in trigger area 1, and layers 1 and 3 to play in trigger area 2?

And if I need to shut them all off if we move to a new area and start a new mix?

Seems like some blueprint that access the continuous modulator on individual tracks of a sound cue with the entire mix makes some sense?

Perhaps ?!
But I’m not sure how to access that continuous modulator

Just seems like a lot of moving parts
And individual items to place in the scene
But maybe I’m missing something as I am rather new to implementing music in unreal engine
I appreciate your response

So is there as way to change the volume of the music layers individually to some parameter such as distance from the sound cue ?

Again- in unity and Wwise I would have placed a music player in the scene with all tracks playing in sync- the attenuation of each track could be controlled with a Distance to player parameter

Overall I’m looking for a solution that can be applied to multiple situation

Again - many thanks for your input here !

I just found this in “game audio implementation” by
Chapter 4
Music basics and parallel forms
Oh 156-173

Discussion of parallel tracks driven by curves and parameters relative to distance from a source

Thanks for your ideas

Thanks so much “Clockwork”

I can see the value in the method you have described. Quick efficient and direct.
I wonder what the REASON for the other method would be (the one I referenced?)
I am collaborating with a designer and need access to parameters to make a tighter music system - tighter to interactions etc. Need to be making adjustments as we go.
Maybe that is the advantage?

Thanks so much for helping me!

All my best!

Well, I think I’m missing the point, but the ambient sound actor does all this stuff you’re talking about…