Hi - I’ve figured out how to add my sounds to classes, add attenuation, and mix settings, but how do I set up duckers in UE4? Is this something I need C++ code for or can it be done all in blueprint / sound classes / mix settings?
Thanks
Hi - I’ve figured out how to add my sounds to classes, add attenuation, and mix settings, but how do I set up duckers in UE4? Is this something I need C++ code for or can it be done all in blueprint / sound classes / mix settings?
Thanks
You can definitely to do this entirely through content. Each Sound an be assigned to a SoundClass through the SoundCue system and then Sound Mixes can be pushed in and popped out of the mixer, each which can affect sound classes in different ways.
You can also dynamically push a Sound Mix any time a Sound of a given Sound Class is active by specifying a Passive Sound Mix in the Sound Class’ properties.
How does a passive mix on, let’s say Dialog, interact with my general sound class mix settings? Are they multiplicative, are the general settings overridden, ?
Thanks again for the quick help!
All multipliers in the chain are multiplicative. Each active SoundMix is multiplied together, along with all the values that come from the component, the sound cue nodes, and so on.
I’m not an expert in using the mixes and classes to create a soundscape, but that’s the basics of it.
Excellent, thanks for the help!