Greetings,
I want to play the SAME ambient audio sound multiple times in parallel. I’m trying it like below:
http://s18.postimg.org/jlsy5luah/image.png
http://s7.postimg.org/abbvlklsr/image.png
So I press ‘H’ and before the audio ends, I press ‘J’. But when I press ‘J’ the audio from ‘H’ stops and starts over for the audio for the event ‘J’. This doesn’t happen when I use different sound cues. However for the same sound cue this happens.
Do I really have to create multiple sound cues (say does a machine gun has to have like 10 of the same sound cues) to be able to render them in parallel?
Thanks.
You are using Ambient sounds which are not intended for that purpose. Ambient sounds are things like music, wind/rain sounds.
Instead do this.
Create a new variable of type: Sound Cue. Compile and then set the Default Value of this new sound_cue variable.
In your blueprint editor window right click and search for Play Sound at Location. Plug your new sound cue variable into the Sound input. Fill the Location input as you wish (You could use Get Player Character → Get World Location). And then you can simultaneously fire these sounds.
Worked like a charm. For other people: I’ve placed Target Points into the scene and called “Get Actor Location” then hooked it up with “Play Sound at Location”. Remember to specify “Sound” and Attenuation Settings" as well. Edited the question title for relevance. Thanks for the reply.
No problem remember to accept the answer for tracking purposes, thank you! And keep up the nice work
i know this is old, but i have a question. How do i create dynamically the attenuation settings? it requires an object reference and i can create one, but i want to adjust the sound falloff distance on runtime. the sound attenuation settings struct serves me for that, but i cant convert it to an object reference. im puzzled