Spawning AudioVolumes during gameplay

Hi all,

I’m doing sound design for a game that has huge storms that can appear/disappear during gameplay. Ideally I’d like to spawn an AudioVolume (scaled to the radius of the storm’s eye), and when the player enters the storm’s eye I want to low-pass/duck exterior sounds. However it seems there’s just no way to spawn an AudioVolume at runtime. Is there any workaround for this? Creating the functionality myself seems way above my skillset.


Good question! You could consider using the Occlusion system in Attenuation Settings by setting up a custom trace channel (like a StormVisibility trace channel) and then setting your Storm Art (or to spawn an invisible volume) that blocks on that Trace Channel.

Thanks for the help, I’ll give that a go! Shame though that the AudioVolumes can’t be generated at runtime. I’m not very technical so I don’t know the reasons behind this. Any chance this will be possible in the future?

I’m not sure how Brushes work or how dynamic they can be.

It wouldn’t be a trivial modification, I don’t think.

Thanks for the reply! Won’t get my hopes up.