I am trying to make an audio stream play through multiple sources & use it with attenuation. Imagine walking through a park with speakers in it that are all playing the same music, so when you pass one you hear the other and so on. I can start all sources at the same time with the same audio file and all is well as long as all the far attenuations are overlapping. If The player leaves one of the Max Falloff Distances then returns, that audio source starts back up at the beginning, making the sounds fail to mesh into a seamless 1 audio stream with multiple speaker locations. I assume there is a bit of coding or something in the blueprints that will make this easier for me. I am rather new to UE4 and am not sure what needs to be done here, or if there is even an easy way to accomplish this.
Unfortunately this hasn’t been answered yet, it’s a pretty cool idea. Was looking for somethings about this myself. I think if you use the Map Range Unclamp with the vector length difference between two locations you can at least use that for some sort of attenuation modulation. Say if your character gets within the distance between itself and an actor and it’s true that it’s less than or equal to 2500, then start converting the range from 2500-0 to 0-1 and use the 0-1 for your values in the attenuation. Working on trying this myself at the moment, not sure if it’ll work or not. But basically it’ll allow you to just use one play sound node and then use the multiple locations to play with when it’s being louder, not sure how to get that to work with things like the spatial Doppler effects, I’m sure it can be done though. At least that should work with at least regulating the volume.
Wow. Thank you for replying. Granted it’s a year after the question but it’s cool that you replied. I never did find a solution for this and I tried lots of different way to make this work. I will atempt your solution and see if that resolves the issue. I’m not sure I still even have the basic setup I was working on for this. Awesome answer though.
Got this working yesterday, just make this as an actor BP, throw it in your level and use your speaker meshes for the locations. I think the one issue I overlooked was where you said it was starting over, could be something in the attenuation, the “Natural Sound” setting seems to work pretty good. Make sure your settings use spatialize and occlusion.
Although I think I had an issue where it was starting over for me once before and I was reading something about it not being “ambient” sound, so looking up some more information on that might help out if that’s still part of the issue.