There are so many issues with audio right now, in both Creative and UEFN.
Options in all of the audio devices will either miss a critical setting, or have some sort of issue associated with them. There are cases for audio where no device is useful, but I will explain everything in detail below.
First, I want to mention a couple of common use cases for sound:
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Ambient sound from a source. Typically used by machinery. Requires autoplay, attenuation, and to link to Fortnite’s SFX audio channel.
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Music
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Use case i: Used globally, while playing. Autoplay, no attenuation, links to Fortnite’s Music audio channel (or cinematics channel).
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Use case ii: Used in zones. Autoplay while in audio zone, no attenuation, requires transition when going outside the zone, links to Fortnite’s Music audio channel (or cinematics channel).
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Use case iii: Layers. Autoplay of two tracks that layer based on gameplay status (think normal music and combat music). Player instigated. Both tracks are always synced for the transition to work. Gameplay cues the transition (needs inputs for engaging or leaving a status - not supported atm).
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Use case iv: Complex transitions based on gameplay and time cues. Think Wwise stuff (I don’t have experience with this category, but I’ll leave it here for reference). Not supported by the current set of tools.
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Area Ambience
Same as music, only this one ties to the SFX channel instead of the Music one.
- Use case i: Used globally
- Use case ii: Used in zones
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Music Stinger
Used for highlighting game events. No attenuation, may require player/team-instigated activation. -
Gameplay Sound Effects
The most common gameplay audio. Triggered by player action (for example, opening a door). May require player/team instigation to play. Tied to gameplay (requires input). Has attenuation, and links to SFX Fortnite audio channel.
The above examples will be referenced below with all the audio devices in Creative/UEFN, so here we go:
RADIO DEVICE (1,2i)
Pros
Autoplay
Attenuation
Simple to use and setup
Can play in pre-game
Cons
Doesn’t play custom audio (due to a bug, functionality is there)
Doesn’t instigate audio (bugged, functionality is there)
Changes music after 3 hrs of playtime (old Creative bug)
Restarts if:
-A loud sound is played
-The player is eliminated
-Player alt+tabs out of Fortnite
SPEAKER DEVICE (4,5)
Pros
Can instigate a pool of players or team
Attenuation
Allows restarting sfx without cooldown
Can loop (only custom audio)
Supports custom audio
Cons
Cannot instigate specific players, only pool of players
No autoplay
Cannot be activated in pre-game (devices don’t work in pre-game)
AUDIO PLAYER DEVICE (4,5)
Same as Speaker Device, with the added:
Pros
Addition of Pitch function
Cons
Looped audio will loop before it ends normally
Looped audio will randomly loop while playing
AUDIO ZONE ()
Currently, it doesn’t have any settings, so it cannot be used
SEQUENCER AUDIO (4,5)
Pros
Can be instigated (untested!)
Cons
Complicated to use
No audio attenuation
Doesn’t tie to any Fortnite audio channel
GENERAL AUDIO DEVICE ISSUES:
- Radios set to custom audio wont play that custom audio: https://i.imgur.com/j1gXEfc.jpeg Radios have “autoplay” by default, which the other devices don’t and helps to quickly set up ambient sounds and music. They also link audio to Fortnite’s Music channel and has attenuation
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Audio speakers can’t be activated in pre-game (because Creative logic doesn’t work in pregame, not sure about Verse) meaning I can’t have an ambient track playing in Pre-game, because nothing can trigger the speaker (goes back to autoplay not being a thing in them)
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Same with the new audio player ^
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I haven’t found a use for the AudioVolume, is this something you use with blueprints or can we use it somehow? https://i.imgur.com/EX6peJQ.jpeg
- Sound Cues and Sound Waves dragged directly into the scene will have no attenuation and will not respect Fortnite’s music and SFX audio settings
- Can’t have audio be used in sequencers in pre-game either, because sequencers can’t be triggered in pre-game in general (there is no setting to do that)
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Any audio played by the radio device/audio player device will restart if: -A loud sound is played -Player is eliminated -Player alt+tabs out of Fortnite This makes any music desync, so you can’t make a cutscene, music with layers (for combat) or a voice dialogue be synced to anything in-game (edited).
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Also audio player device doesn’t respect music/sfx/cinematics audio levels and restarts every time you enter options or hit apply in options.