The pre-existing AudioVolume system is a great feature, but I’ve been unable to eliminate the artifacts that occur when trying to move between two AudioVolumes with significantly different reverb settings. As a solution to this I thought it might be workable to create a system that uses two reverbs at any given time in order to fade in one / fade out the other when transitioning between spaces so as to eliminate unwanted artifacts from changing reverb values on the fly.
Further to that I’m working on a custom actor that uses a collision volume to trigger the new submix system’s sends to all sounds located inside its bounds. The basic proof of concept works great, but I’ve come across a hitch -
I’m unable to create Sound Submix Object variables in BP, and despite seeing it in the forum thread breakdown for the new audio engine, I’ve been unable to split the SoundSubmixSendInfo struct pin into its members (it says the property may not be BP-exposed ?)
I might just be ahead of the 8-ball here but i was wondering if I had missed something, or perhaps there’s a workaround I had not considered … any help/suggestions are appreciated.