Hey guys!
For many years I haven’t come up with a good solution or found anything related to this on the web.
Is there any smart way WITHOUT using BPs for buildings/interiors to quickly or dynamically place out AudioVolumes for multiple buildings in many levels? Like 100+ buildings?
I’ve been thinking about using traces to allocate physmats or room shapes or to figure out if you’re inside or not and from there just select which Reverb Effect you’d want.
We’re also using a tailormade system for using RoomTypes for different sounds playing from a sound cue. Looks like this:
What I’d like to move away from is to manually place and adjust our “SQAudioVolumes” in our many levels with 100+ buildings. It takes tooo much time. Also when the building shapes are very complex.
Is there ANY out there who got this figured out?
If it was a SP game with smaller levels, this wouldn’t be an issue at all for me, but our situation is another matter since we only use statics for buildings.
The only good system I can find out there is the one that Frostbyte is using with traces. But I have no clue how that works.
Please I need help to easily place out and adjust multiple AudioVolumes in levels.