Hi,
I’m making a preloading setup which loads all sublevels during game start so switching between them later happens instantly. This is triggering audio files in those levels to play and I’m trying to find a way to shut them all up. I’ve created a master sound class and set it in project settings, along with a sound mix.
I was under the impression that all game audio passed through the default sound class & mix, but now I’m thinking that is incorrect? Hard coding the volume to 0 in the sound class has no effect until I manually apply the sound class to each sound (ouch) - and then there’s no way to change it anyway.
I found some guides online that reference “Set Sound Mix Class Override” but it seems to have no effect. Setting volume to 0 does nothing, on begin or in tick. It kind of feels like a bug since this seems like such a basic thing that isn’t working - but maybe I’m missing something.
Also I have found the push & pop sub mix modifier functions and tried creating a “mute” submix which applies 0 gain to all parameters in the EQ - it had no effect.
Basically I’m looking for a relatively easy way to temporarily mute ALL game audio. A solution or guidance in blueprints or c++ would be greatly appreciated as I don’t seem to understand how this stuff is working very well.
Thanks!