How can I dynamically adjust ambient sound based on player location using Audio Volumes or Blueprints?

Hi everyone! I’m still new to Unreal Engine and learning how to create immersive environments with audio. Right now I’m trying to make the ambient sound change based on the player’s location — for example, when walking from an outdoor area into a cave, I want the ambient sound to shift smoothly from birds and wind to dripping water and low rumbles.

I’ve been experimenting with Audio Volumes, Sound Cues, and Blueprints, but I’m not sure how to set it up correctly. Some specific issues I’ve run into:

  • The sound doesn’t always transition smoothly — sometimes it just cuts out or overlaps weirdly.
  • I’m not sure if I should control this via Blueprints or rely on Reverb/Audio Volumes with different priority settings.
  • I’d like to fade sounds in/out instead of having them start/stop instantly.

My questions:

  • What’s the best way to handle ambient audio transitions — Audio Volumes, Sound Mixes, or Blueprint logic?
  • Are there any common pitfalls when using Audio Volumes that might explain the glitches I’m seeing?
  • Do I need to use Sound Classes and Sound Mixes to get smooth transitions?

Any tips, examples, or even video tutorials would be super helpful. Thanks so much!