How would I make audio muffle when in a building / underwater?

Hey there! I’ve made a cicada summer ambience sound, but I’m not sure how to make it become muffled when entering a building / going underwater like other Fortnite ambient sounds found in the Radio and VFX spawner devices.

It’s a bit jarring for it to be just as loud, no matter where you are haha.

Any help is appreciated! Thank you!

Hey again! I’m gonna bump this because it seems to have been missed haha.

This is an old one, but I think still a good question.

I had a similar situation I wanted to support - if a player is in the room of my prop (robot) I want its walking sound to be full volume.

If they are in a room beside the room with the robot, then they should hear the robot walking sound at half volume. If in a room further away, they hear nothing.

I’ve implemented this using two audio player devices, one with full volume the other with half volume - then registering the player to whichever audio device applies to the player (if either).

If they are in the room with the robot, I register them to the full volume one, for example. If they change rooms, I change which device(s) they are registered with.

I use the audio player device distance attenuation as well - so the further they are physically, the quieter it gets for both devices.

A similar approach could be used for muffled audio. I’m thinking of adding a third audio device player for a walking sound that is muffled and more bass for a player in a room below the robot.

This is all working, but tedious to implement - anyone know of a better way?

FYI, I started down this path when the robots in the ground floor of a building were clearly heard on the third floor - had to fix that (and didn’t want to get rid of the audio).

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Typical cicada’s, it’s normal irl for cicada’s to be just as loud no matter where I stand in my house :frowning:

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