Ok, so I dragged the Media Sound Wave into the scene to create an AmbientSound. As you said, I was able to set the sound class (though it doesn’t look exactly the same as your example):
But … it still doesn’t work. Bear in mind I am playing the sound/video in UMG, so is the creation of an AmbientSound really the right approach?
Just to explain again, this is the current setup:
- A video file brought in as Media Player
- UMG widget with the Media Player playing as a video (as brush in an image widget)
- Two Sound Mixes, one with volume set to 0, one with volume set to 1. Both are set to affect the Master sound class.
- A button in the UMG which toggles (with combined pop/push operations) between the two sound classes, essentially toggling to mute/unmute the sound.
- A Media Sound Wave created from the Media Player has been added to the scene to create an AmbientSound actor
- The AmbientSound actor has had its sound class set to Master, so that it should be affected by the pop/push of the Sound Mixes (which are set to affect the Master sound class)
And yet, the mute/unmute button does nothing to affect the sound coming out of the Media Player playing in the UMG.
I am happy to send the project if that would help?
Do you have a working example of a setup where you can control the volume of a Media Player video playing in the UMG?
