New here… sorry if this has been answered before, but I’ve been looking for a while and can’t quite find the answer that helps.
I’m new to UE4 and have a question about moving audio.
I’m looking at the First Person Demo in UE4.12.5 and was looking to attach a trail sound to the projectile, so it moves with it through the world.
Currently, I have managed to spawn the sound on the projectile, but it stays in the position it’s spawned in and doesn’t move it.
So the attenuation is a linear fade of a fair distance. It’s definitely spatialised as I can move around in the level and it’s definitely point source of the position it first spawns on.
I had very much over complicated the setup with the ‘GetWorldLocation’ from the ‘CollisionComponant’ in the original picture… it was overriding the inherited position of the audio component.
Yes, I wanted to check your spatialization first though because I expected the movement to still be audible.
If you Spawn Attach and then give it a location, the location becomes an offset from the parent location. But how that translates into how you hear it is dependent on a lot of Attenuation Settings factors. I still would have expected it to move with the parent.