Hello everyone,
I’m working on a project in Unreal Engine and have encountered a challenge with the sound system that I hope someone can assist with.
Problem: I need to obtain the post-attenuation amplitude (or volume) of a sound, specifically in relation to the listener’s position. Essentially, I’m trying to determine how much a sound is attenuated at a particular distance from the sound source.
To clarify:
- I have a sound source in the game world.
- A listener (e.g., the player) can be at various distances from this source.
- The engine attenuates the sound based on this distance and possibly other factors (like occlusion).
- I want to retrieve the final attenuated volume or amplitude value as perceived by the listener.
I’m aware of the custom priority attenuation and other settings available in the engine, and i could do mathematically but I’m looking for a more general solution that would apply even if I don’t use custom priority attenuation.
the ‘au.3dVisualize.ActiveSounds 2’ will show me similar/desired values but I cant seem to be able too access these values in code.
I saw on a previous post the the plugin Sound Visualizations solved the problem but it doesnt seem to be available for 5.3.1
Has anyone tackled this problem or know of a method to extract this value? Any pointers or suggestions would be greatly appreciated!
Thank you in advance for your insights and help!