I have a widget with a checkbox to manipulate the music volume between 1 and 0 (Activate and deactivate) It works well when deactivating the box, but when re-activating the box the volume it still does not sound, I got it to work if instead of using the volume 0 used the volume .01 but this is not the result I expect, my question is, why when multiplying the volume to 0 the audio can not be multiplied by 1?
I wonder if this is an issue with multiplying the volume by 0 (so now the volume is 0), then later multiplying it by 1 (which would still be 0). Even though that’s not what happened in my delayed set up, it could be a problem to do with ending the execution chain then refiring it. The new volume is 0, so multiplying it by 1 gives you nothing.
Either way, try using the “adjust volume” node. That shouldn’t cause any multiplication issues (if indeed that is the issue).
Can you confirm that the sound is playing when you re-activate the box? If you use stat Soundwaves it will show you which waves are playing. Trying a process of elimination here - starting with confirming if the sound file is actually playing.
Okay, so the sound isn’t playing at all, which maybe means it’s getting destroyed (even though auto destroy is unchecked)? Perhaps “create sound” will destroy the sound if it’s set to 0 volume? My guess is if you put it in an audio component on whatever actor seems appropriate, then point it to your sound cue, you should be able to change the volume without issue.
As the sound isn’t playing I can’t really see what else would be the issue. It must be getting destroyed. You could try printing the value of your music variable after your true statement and see if it changes after re-activating
You can put the audio component on any actor that’s in the level - ideally the same actor that has the logic shown above so you don’t have to communicate between blueprints.
Using a sound cue and audio component is very easy. In the blueprint, add an audio component. Then point it to your sound cue (if it’s a wave file and not yet a sound cue, right click on the wave and “create cue”). Now if you drag the audio component reference into your blueprint graph, you can play/stop/adjust volume etc on that audio component. It’s not that different to what you’re doing, but you are currently spawning the sound and I’m less familiar with that method. Adding an audio component or audio actor in the level would be a more standard approach anyway. It’s much easier to keep track of what is playing and how if you know it’s always being routed through an audio component.
I understand that this may be a way to achieve what I want, but it is not really what I am looking for, the event creates sound 2D is already in my character, I prefer to solve this error rather than avoid it, but with the sound cue I can have 3 types of sounds? (Ambient, sfx and music?)
Yes, A sound cue provides you with an editor to perform more functions on a sound wave (such as delays, groupings, blueprint parameters etc). Many of those features are also available on the sound wave, it’s just less flexible. There’s really no difference on the users end, other than that they can do more with the sound cue, and there’s a lot of BP nodes tailored for sound cues.
But you can of course stick with the create sound method if that’s what works for you.
Yes. Then in blueprint, you manipulate the audio component to do whatever you need - change the cue, set the volume, change the soundclass or audio mix etc.
You can have multiple audio components on the actor as well - so you could have one for music, one for ambience, and one for SFX. You then mix between them however you like. I think by default they all auto activate so you’ll likely hear every audio component when you start playing. You can deactivate them in blueprint, or just set the volumes to 0.
For example in my weather controller actor, I have 9 audio components, each dedicated to a particular type of sound cue (wind, rain, snow, loops, one shots etc). It could be done with less, but it’s a nice clean way to know what is playing where, and how. I then use timelines to lerp between the audio components as needed.