We have a sound playing from a media player. Play is engaged by a first actor blueprint and the video is playing on different actors that each have a media sound component.
These media sound component have two different sound classes apply to them so we can change the attenuation applied. As overriding the attenuation did not work properly, we have created a sound mix in which we have put one of the sound class in order to be able to change its volume at runtime. This works perfectly.
Now we want to apply a specific EQ setting to the other sound class
In order to do that, we have therefore created a second sound mix in which we have added our other soundclass so we can apply to it the EQ settings we want but it does not work. The Apply EQ settings is checked and EQ priority is set to 1. If we make other changes like volume or pitch it works and does not conflict with the other sound mix we had created.
So is it a bug in UE5 that EQ settings from sound mix do not apply to sound classes or is there another way to do it ?
Here is what you need to do:
First you need a Sound Class Mix (Sound Class Mixer) that you find by right clicking the Content Browser and hover over the Sound.
Then you need a Sound Class.
Then In your Sound Class Mixer, you need to add an Array ellement ad add your Sound Class to it.
The you need to open the Project Settings in Unreal and search for “Sound”
and add you (Sound Class Mixer and your Sound Class there. then restart you editor.
Then in the Blueprint do you need to use the “Set Sound Mix Class Override” node and set your Mixer and and Sound Class. then you can add a slider and change the volume at runtime.
I can also give you a link to a free options menu, it is made for UE4, but it will work for UE5. Tell if you want it or not.
Hi thank you but it’s not my question. I can already change the volume at runtime, what I can’t do is apply the sound mix EQ effect on the sound class despite being able to change the volume or the pitch for instance. The EQ parameters don’t apply to my sound class.
We are experiencing the same issue. We’ve tried everything. Nothing makes the EQ work. Not even when putting the sound mix class as passive in the sound class. Volume works fine. But EQ refuses to work. I’ve been looking all around the web for answers and I seem to have found a pattern of people with the same issue and not one single solution. So my guess is that’s it’s just broken and bugged. This sucks bigtime because I really wanted to muffle the sounds when you go underwater in our game. I wish there was a solution for this.
I remember doing this in an old version 4.18 or something where this worked perfectly. Please someone from the Unreal team have a look at this. This is a big feature that is currently not useable.
EDIT: I have found a solution!
You need to enable this setting on your sound class if you want to use the EQ of a classic (deprecated) Sound Class Mix. It’s recommended to use Sub Mixes instead now as they have an EQ as well.