How to send blueprint variables to MetaSound

I have access to the low pass filter frequency of an audio cue when I select it from the content browser… but how can I set that frequency within a blueprint?

I cannot seem to find any way to call it up.

Anyone know how to do this?

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I note that I can apply the low pass filter using a Sound Attenuation asset, but here it seems I’m limited that filter being applied as a function of distance (Air Absorption), or by occlusion.

I need my low pass filter to apply as a function of velocity. I just need to know how to call up the low pass filter in my blueprint.

Would really appreciate some help here.

What sort of asset is this? ( it’s not clear ). You might have more joy with a metasound.

Thanks for the MetaSounds tip, I’ll install the plugin and check it out. Based on the documentation, it looks promising.

The asset type I referred to is as shown below:

In the meantime:

This only works if the audio component is occluded. I need the low pass to apply without the condition of occlusion.

I tried it out in MetaSounds, but I’m having great difficulty calling the two variables I need—VelocityCurrent & VelocityMax—from the other blueprint.

Currently researching Blueprint Interface as potential solution + getting confused.

Sound Attenuation:

MetaSound:

Can’t help with metasounds I’m afraid, as not running 5 yet.

I can tell you that if you can’t find a way to do it, then a BPI won’t make any difference, because it’s just a cleaner way of making a call on the actor.

For anyone wanting to do the same, this can be achieved by naming and sending the float using the Parameter Interface with the target being your MetaSound. In your MetaSound, create an input with matching name.

Blueprint

MetaSound
UnrealEditor_YTUeoDXyJq

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