"Play sound at location" is not working properly

I’m attempting to make the default projectile play a sound at its hit location.
Here is what I have set up.

Right now, it prints the display name of the object which works fine, it places an explosion effect at the hit location, which also works fine, and it doesn’t play the sound correctly. What I mean by that is if the ball hits right next to the player, it’s the same volume as if the ball were to hit farther away. No matter how far out i shoot the projectile, it still is the same volume. I could be mistaken that the play sound at location doesn’t automatically alter the volume, but I have no idea, and the wiki page doesn’t have any documentation on my problem. Thanks for reading.

Does the sound have attenuation set up? It’s default might play as an ambient sound.

It’s set to what it was at default. It just says select asset. However, it says in the wiki next to Attenuation: “Override attenuation settings package to play sound with”. I think that it’s already supposed to have an attenuation set to it.

I’m not sure, but if you are using the WAV file as your sound and not the CUE, I’d find the WAV in the content browser, open it up and check if the attenuation has been overridden and given some sort of range.

I’ve figured out how to set the attenuation and how to alter it. Thanks for leading me in the right direction. :smiley:

Hey, can you post here the way you fixed it please?
Thanks!

I had this issue in 4.16 (I haven’t experienced it in newer versions of the engine, but I’m building a marketplace asset that I want to be as compatible as possible)

By default the Play Sound at Location node wants an attenuation file to determine where the sound can be heard. You can create one by right-clicking in the content browser and choose the Sounds category and then pick Sound Attenuation from the list. You can leave it at the default, but you might not hear it if you’re not close enough. I create a bunch of different attenuation files for the distance I want to be able to hear them from. So ATTN_500Meters means that radius is 50000 (50K cm = 500 meters) and for the falloff distance, this is the area where the sound begins to fade out. I put this at half the radius so 25000. Save the attenuation file and then select it in the list of your Play Sound At Location node (click the down arrow to find it) and your sound will now play.

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