I did not work with sound all that much yet but I’d say your best guess would be to look around sound queues a bit. They seem to be able to add effects and I’d be surprised if you couldn’t access that. Not sure if it works with speed but you should give that a shot
You should be able to multiply the speed by the amount you slowed everything down which should give everything the feeling like nothing changed there. If you’re using the standard template for an FPS game you will have in your character blueprint an area with the comment “Mouse input”. You simply have to add a branch and if it’s slowmo multiply the axis value.
Yeah , using timedilation in pitch multiplier can only work if you have few sounds …
is there any proper way to implement this for large number of sounds ?
Little late, but this comes up on Google first, so I’ll give a working solution. Here’s how you can set the Global Time Dilution, and set the Global Pitch for all Sound Cues in your project. Essentially making the entire game slow motion. Lowering the pitch isn’t exactly the same as slowing the sound, but it is very close, and gives that movie-slow-motion sound people are accustomed to.
This requires you to have Sound Classes setup for your project. Something you already should’ve done for things like creating an Audio Settings UI. I’m using UE5.3, but I’m fairly certain these nodes existed in 4.27+ too.
The “Apply to Children” box doesn’t work for me, hence the array. Everything else is explained in the Screenshot. Compiling might take some time after you add the array, depending on the Sound Classes.