Back with another change. This one was out of necessity, but I prefer it now.
Unfortunately, adjusting a sound’s volume and LPF will affect spatial audio features used for Steam Audio. I needed a way to adjust a sounds volume after it was processed for attenuation and spatialization. Luckily, the new audio engine has submixes! I was able to cobble something together and utilize a 3 band EQ to adjust physical materials’ frequency absorption, much like using a phonon material in steam audio, but less fancy.
Here’s a video of it in action:
There are going to be pros and cons to using this blueprint in place of UE4 and Steam Audio’s sound occlusion. So far (unless things change before the official release of the new audio engine) my blueprint offers a more customizable partial occlusion solution (more or less points, weighted center), and accumulating occlusion properties as shown in the video. Steam Audio, however, has more options for occlusion material settings that I just can’t replicate.