hey zsombor! yeah totally :D i actually just had a gut feeling that this needs to work better... and then found tried the geometry editing mode. :D what are you doing sound wise? :)
@@RussianPunchProductions Totally using this in my next game I'm working on. Soundwise, I'm using Fmod and setting a global param for the player so all the outdoor ambiences are lowered and filtered. And of course applying reverb, changingthe fotsteps to indoor footsteps etc..
I'm just getting into audio for UE4 and I'm happy to have found your channel. This seem like a great solution for making audio volumes. I was wondering if there is a solution for the immediate volume drop of the fire as you walk into the room. Looking forward to viewing your other videos. Cheers.
hey mark! thanks man, i'm happy this helped. :) i'll just bluntly invite you to our discord community. hop in! :) i'm curious about all audio peeps in the UE community. how did you stumble upon my video?
I don’t see these options in my build. I am an outsourced audio vendor working on another company’s project, so is it possible they’ve made those tools inaccessible to me?
hey Naima! :) thanks for the comment! short answer: use audio volumes for your special sound containing rooms, details -> ambient zone. sound class of your sound needs "apply ambient volume" checked. play around with that. i might do a tutorial on that.
If I were only knew this before placing hundredes of boxes on multiple levels. Thanks man!
hey zsombor!
yeah totally :D i actually just had a gut feeling that this needs to work better... and then found tried the geometry editing mode. :D
what are you doing sound wise? :)
@@RussianPunchProductions Totally using this in my next game I'm working on. Soundwise, I'm using Fmod and setting a global param for the player so all the outdoor ambiences are lowered and filtered. And of course applying reverb, changingthe fotsteps to indoor footsteps etc..
cool man! :) middleware ftw. !
Exactly the info I needed. Amazed I went this long without knowing this! Thank you!
GREAT ! Please, continue ! I will support !
thank you!
Another amazing video! Plese keep them coming!
thank you nathan! im happy it helps! :)
I'm just getting into audio for UE4 and I'm happy to have found your channel. This seem like a great solution for making audio volumes. I was wondering if there is a solution for the immediate volume drop of the fire as you walk into the room. Looking forward to viewing your other videos. Cheers.
hey mate,
the only way to do it here is : SoundClass of the fire SFX must NOT apply ambient volumes.
That was really informative :) Thanks man!
hey mark! thanks man, i'm happy this helped. :) i'll just bluntly invite you to our discord community. hop in! :) i'm curious about all audio peeps in the UE community. how did you stumble upon my video?
very helpful, thank you
hey mate, thank you for your kind comment. :) glad this helps.
I don’t see these options in my build. I am an outsourced audio vendor working on another company’s project, so is it possible they’ve made those tools inaccessible to me?
what unreal Version? the same tools are in UE5, keep looking :)
I believe we’re using UE4
If you have a sound source like a Movie from a TV and you want it to attenuate it in other rooms , how you do ?
hey Naima! :) thanks for the comment! short answer:
use audio volumes for your special sound containing rooms, details -> ambient zone. sound class of your sound needs "apply ambient volume" checked. play around with that.
i might do a tutorial on that.
new video is up for you naima. :)
@@RussianPunchProductions thankyou ^^.