How to make a Play Sound At location but make the location like a Box?

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

but the problem is that the audio is been play out always here

I want to make the sound have a bigger range? than just the starting point of the center?

Like the idea is that the Whole wall make the sound insted just the center point of the wall and have the fade away when you move away from it

and i am using a Attenuation Sound here the way i have it so far but is still make the sound on the center of the cube and unbalances around the cube?

this could be just a dumb question I am sorry but i don’t know how to solve this i hope some one can help me out and thank you for reading this

Did you try changing the dimensions of the attenuation box?

1 Like

Looks like it works? but if i rotated the Cube don’t work correctly so i guess i have to 2 diffrent Sound Attuation for one for | and the other for ___ walls?

I don’t 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 it’s own BP, then try adding an Audio Component to your BP, and then you can set up the attenuations using the Viewport to ensure it’s the correct size. This way, if you rotate the wall BP in the level, the sound’s 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.

1 Like

You can also set the sound attenuation, to the shape of the room / building. Rather than the wall.

1 Like

This was perfect i did’t know you can do taht now i can see the box and try to get the perfect shape! thank you!

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

1 Like

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 ‘zone’ a child component of the wall, it will scale with it. By ‘child’, I mean it’s just connected to it in the component hierarchy.

1 Like

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 “wall” of the actor inself i am sorry i am very new to this

I thought you could just pair them up. Turns out it was a bit more complicated.

But it does turn out, you can make the attenuation and falloff distance change with the cube ( in this case ), using the construction script

1 Like

thank for diggint more than but saddly i try to use it but it did’t 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 don’t know if there will really be a real solution for this and make it multipurpose but it looks like I’ll 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

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.