How to test sound replication?

I want to check the sound is heard on all sides (client or server).

So I thought that by decreasing the volume only on one side I could check if it is heard on the other side.

However the way I’m doing it doesn’t work like that… the volume also decreases on the server and on the other clients.

That’s why I don’t know where the sound really comes from.

I’m doing it like this:


How to check that the sound is reproduced correctly on all sides?
Is there a master volume, a mute, or something like that that allows me to turn off the sound only on one side?

Thank you so much!!

Ok… I tried this too but I don’t get the effect I want either.

This turns off the sound on the client or server… but others can’t hear it either.

I don’t know if this is its correct operation or if the sound is not correctly replicated…

Create Sound Class

Load Master Class

Configure Mute

Configure UnMute

FlipFlop
flipFlop

I’m very confused!! A little help please!!
Thank you very much!!

This works!!

Any way to do the same from a blueprint?
I would like to be able to do it by pressing a key on the keyboard. (Like the FlipFlop example).

Thank you very much!!

This is exactly what I needed!!

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