How to Obtain Post-Attenuation Sound Amplitude in Unreal Engine?

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:

  1. I have a sound source in the game world.
  2. A listener (e.g., the player) can be at various distances from this source.
  3. The engine attenuates the sound based on this distance and possibly other factors (like occlusion).
  4. 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!