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?
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?
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:
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.