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I donāt know if it already exists, but I would love something that distorts sound based on the environment. For anyone whoās played the Destiny Beta, thereās a very noticeable difference in sound between shooting indoors or outdoors. If thereās a lot of metal, the sound will bounce around more compared to a normal brick room or outdoors.
So something that would allow a level designer to set up a volume and set that volumeās āSound Environmentā as āmetallicā, āhollowā, āopen spaceā, ā¦ would be cool.
Even cooler would be if the sound is distorted automatically based on the static meshes and their materials.
These do exist, might not be as apparent as Destiny, but a Reverb Asset should workā¦
Right click content browser > Other Assets > Sound > Reverb Effect
I wonāt go into the dynamics of reverb , but the options are;
&stc=1
The options that are [most likely] going to help you achieve that Destiny style effect;
Gain, Decay Time, Reflections Gain/Delay, Late Delay/Gain and Air Absorption Gainā¦
I havenāt played around enough with these yet to give you a blow by blow guide on what they all do, but should get you started towards making that effect achievable.
Then you can attach or fire or change from/to that reverb effect in/on/with basically anything, popular choices seem to be volume triggers as you pointed out, walking from one type of room to another changes the way the sound bounces off the walls, that is called Reverberation and the ability to manipulate it is built right into UE4 out of the box
://en.wikipedia.org/wiki/Reverberation ( about the effect)
and
://en.wikipedia.org/wiki/Exponential_decay (Mathematical article explaining exponential decay, which is related to reverb)
Cheers,