I am a sound designer that is trying to make reverb and other volumes for a project. I am having trouble as the levels have buildings with pitched roofs, dormer windows, bay windows, and other anomalies in the architecture. Is there any sort of tool where I can select the walls and have a volume constructed out of the walls or something of the like? I have been trying to extrude the sides of the volumes, but it is quite finicky, and practically impossible to do in many of these rooms. A big issue to keep the outside sounds outside, and the inside sounds inside, especially when a character is coming in through a skylight and i want to wind sounds to go away once they are inside correctly. Any help on how this could be done would be greatly appreciated. Thanks
Hello Eli,
Unfortunately, we cannot create custom geometry for audio volumes. However, in the case of your pitched roof, I do have a workaround.
Drag an Audio Volume from the Volumes section on the left of the Editor. On the right side, in the “Details” pane, under “Brush Settings”, set the Brush Shape to Cylinder. Set the “Sides” variable to 3, and rotate the volume upside down. You should have a Triangular prism that, with some scaling, will fit your pitched roof. Make sure to set it to the same settings as the cube defining the rest of the building.
Here’s a visual of the pitched roof in Unreal:
Audio Volumes
I would recommend playing with the rest of the Brush Shapes to match the rest of your architectural anomalies.
Thanks for that info. I will give that plan a shot and see how it comes together.