Sound not playing at all when entering attenuation range.

I started using sound attenuation and if I spawn in the attenuation range, the audio is directional and the volume changes based on how close I am. but if I don’t spawn in range or leave and then enter into the attenuation range I hear nothing. I have Allow Play when Silent on.

Probably you need Virtualization Mode “Play When Silent” for both the wave and the cue.

Hi, @Dumpies !

I hope all is well.

It would appear as if “Play When Silent” is not selected on the asset being called? To test, ensure it is selected on both the Sound Wave and Sound Cue/Metasound. Try testing without any concurrency settings:

While testing, try using audio debug commands! It may help reveal if the sound has been virtualized while you are out of range, or if it being stopped volume is not increasing when walking inside its attenuation range. It will also reveal if the ambient sound emitter exists in the first place.

To test, press the tilde “`” key to open the command line input while the game is running. Then test the following commands:

  • au.3dVisualize.ActiveSounds 1
  • au.3dVisualize.Enabled
  • au.3dVisualize.VirtualLoops

You’ll have information related to the audio events printing to screen, but should also be able to view 3D audio emitters in the level. Try to identify the color of the audio emitter on the level (it’ll show the name of the metasound object/sound wave at the location of the emitter) and post your results if you still have issues! Happy to debug further should this not resolve your question.

For more information regarding debug command lines and options, please check out:

Thank you!

Kindly,
Eric

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Hey thanks for the reply and sorry for not being active sooner I’m new around here and did not know about posts needing to be verified. I restarted my PC and the problem went away, so prob nothing to do with Unreal? Still the stuff in your comment is handy info so thanks again.

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