Summary:I bought ArcadeVs from marketplace,but the developer is unresponsive to get help, so im posing the question here, hoping for assistance.
My Question:
im looking to add engine sound(crossfade by parameter) to the hover vehicle
I have made the engine sound cue and i want based on the vehicles forward movement, to add the engine sound.
I have followed the 2 tutorials online I could find for this, but without me having access to the driving components of the vehicle I can’t “get” the forward force.
I was wondering if there was another way I could get the forward motion/location of the mesh and increase the sound cue over time.
So when i press accelarate, and the mesh is moving increment sound cue.
Or any other way this would be possible.
Ok, looking at your code, the only error I see now is that you need to attach the sound to a ‘real’ thing. At the moment, you’re attaching the sound to itself…
You could attached it to the exhaust, for instance…
Assuming i did this right
adding all the above in the hovercar BP (add make.jpg following begin play)
if i do the above, by adding a sound component, soon as i press accelerate i get the below error.
“Blueprint Runtime Error: “Attempted to access AudioComponent_0 via property Audio, but AudioComponent_0 is pending kill”. Blueprint: BP_ArcadeVS_Kart_Light1 Function: Execute Ubergraph BP Arcade VS Kart Light 1 Graph: EventGraph Node: Adjust Volume”
That line coming in from the left, coming from BeginPlay, right?
Also, don’t make the audio component up front.
Just put the spawn node there, choose the audio from the drop down list, on the spawn node, then right click the output pin and choose ‘promote to variable’.
Yeap line coming in from left is from begin play.
If i add it to say event tick i get the below error:
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_SpawnSoundAttached_ReturnValue”. Blueprint: BP_ArcadeVS_Kart_Light1 Function: Execute Ubergraph BP Arcade VS Kart Light 1 Graph: EventGraph Node: Adjust Volume
(because car audio is not exposed in “Components” if i add it and tie it to the accelerate and break the error goes away but the sound never changes)
I did what you said and made car audio a promote variable, but still no change.