I have been experimenting with audio and just started working on custom C++ blueprint nodes as I believe that writing my own blueprint nodes will help me massively.
I want to hit a key, which applies a Low Pass Filter to muffle all audio, much like what you hear in this video.https://youtube.com/watch?v=0CxPGVibn6s
The idea is that there will be a non-scripted trigger, one that is not in the level, one that is handled by the AI or something else dynamic and random, and this trigger will cause the player’s audio to become muffled, as if the player has gone partially deaf (can still hear, but everything is really muffled).
I have created custom blueprint nodes that allow for volume changes in a class, but I’m wondering if anybody knows a way to apply attenuation settings to an entire sound class (e.g. the “Master” class, or “Music” class) rather than just one base sound.
Or if anybody knows how to apply a Low Pass Filter to the final audio received by the player.
Or at least even know what class to look for that handles the final audio received.
Am I going to need a plugin like FMod to achieve this?
Since the audio muffling is part of the engine without a plugin, I presume I won’t need FMod or anything else to do what I’m after, but I’ve been spending most of the day trying to work this out, and have gotten nowhere
If anybody can help me, that would be greatly appreciated, thank you