So the idea of this audio is every time you get to close to the wall it make a specific Sound on the whole wall so if you keep hugging the wall it will keep hearing the sound but if you move away or get far away enogh the audio slowly fade away
So i have this Blueprint of a actor that is a Cube of a wall
Looks like it works? but if i rotated the Cube donât work correctly so i guess i have to 2 diffrent Sound Attuation for one for | and the other for ___ walls?
I donât know if there is a better way to make just one configuration that apply the walls if i rotated and keep the sound on the wall?
also thank you for the info looks like yeah i do work but is not like the best solution, but non the less is a potential solution
If your wall is itâs own BP, then try adding an Audio Component to your BP, and then you can set up the attenuations using the Viewport to ensure itâs the correct size. This way, if you rotate the wall BP in the level, the soundâs attenuation will also rotate to match.
You might also want to try using the Non Spatialized Radius property within your attenuations to see if that helps with blurring the area from the which the sound appears to come from.
the thing is that the wall is the importan factor here for the game project i am working i am trying to created a blind gameplay and sound will be very very importan how it is place
Question! there is a way to when i Scale the Cube or any mesh can be also scale the Audio Compnent at the same time? or i will have to make diffrent audio component for diffrent size of wall every time?
If you make the âzoneâ a child component of the wall, it will scale with it. By âchildâ, I mean itâs just connected to it in the component hierarchy.
I get it by make it a child but i have no idea how to make the audio Component or the zone of the audio component as a child of the cube or âwallâ of the actor inself i am sorry i am very new to this
thank for diggint more than but saddly i try to use it but it didât work that works if you are workin like on specifict scale and using sound base on Sphere if the box style it break at the moment of rotation it only work if the value i guess is equals to the others? like 2 x 2 x 2 but if you go like 2 x 6 x 2 or other style the audio system breaks but hey i really I appreciate the help!!!.
I donât know if there will really be a real solution for this and make it multipurpose but it looks like Iâll just try to create a bunch of parameters and cube BP to build the levels. it will consume more time but i guess that is a way to do it