amazing work on the audio engine. This is so much fun! Yet I am new to BPs and learning it.
quick & dirty: I want to control the filter frequency of a submix via blueprint.
I want to use a slider to set the frequency, getting slider info → frequency value is done. Now I am just looking for how to find out how to set the frequency onto the submix… I can’t find the submix or the filter. I can find LOTS of blueprint commands referencing something about submix & filter, but I can’t see what I need to do what I need to do…
I’m thinking:
-the submix must be avaible somewhere somehow, variable somewhere?
-same for the filter
Here’s a tiny working setup! Yep, need to create refs/vars…everything has them. Either by clicking the + and searching for the right type, or dragging out from a related node, from the little pin you want a var of. Drag out from it, let go, on top of the long menu list it will say “Promote to variable”.
There’s more to submixes, f.ex sends, but this example is about changing a submix effect parameter live.
This bp references a specific sound just to have a sound. In reality, every sound that points to the same submix, will also have that effect affect them.
Oh wow Arthur, thank you man! Yeah I was sure there was a way.
Currently I’m checking out every map & project I can get my hands on to learn their BPs but I also think I’ll need to do at least all of the tutorials on the UE doc site.
Because THIS is awesome stuff. Thanks Arthur!
Hey, sorry to reply to this ancient thread, but there aren’t many posts about this topic on the forum that I can find (and at least one of them refers back to this post).
I’m trying to recreate a similar system but I’m wanting to update the reverb and delay values based on how far the player is from objects in the level that would obstruct or reflect sound. Just trying to get very basic system working without going to deep yet.
I’m triggering the updates of reverb and delay parameters with a custom event that is triggered with a footstep notify. It’s not working, though. It seems like the values are being stored, but the sound isn’t changing. It seems like the values aren’t being updated a runtime? I’m not sure, I think I must be missing something.
I’m attaching a screenshot that shows how it works. Basically getting the distance, making sure the audio component stops playing, setting the sound and the settings, setting the send level and then playing the sound. The thing that I don’t understand is the send level is definitely being updated, it’s just the settings to the effects don’t appear to be.
I’m trying to figure it out by keeping the send level at 1 the whole time. If I stop simulating in a small area (where the reverb gets set to have a long decay), the next time I start it will sound like I’m in a small area, regardless of where I am. If I stop simulating in an open space (where there is essentially no decay/reverb), the next time I start that setting is applied the entire time. It seems like the “set settings” node is only updating the effect once and those are the settings that are applied the whole time.
Sorry for the rambling post! any help would be greatly appreciated!