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.
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).