Thank you for showing your RTPC related BP's! A tip just in case if it helps: You can use a blend container instead of two separate actor-mixers to switch between two different wall speaker sounds.
Can Uzer you are absolutely right! I am unsure why I didnt...I was probably getting in to my own head and overthinking it haha. That will definitely make for smoother (and easier to control) transitions. Thanks!
Not in Unreal at least. The portal object is used specifically to blend the audio characteristics of the zones the portal is attached to. So if you have two different reverb zones, the portal would blend them together. For attenuation you will need to rely on distance attenuation. If you want something more robust, like the attenuation through walls and the like, you need to get more into the coding of it in order to tell wwise the path you want the sound to take. It is important to note that certain functions of Wwise-specific objects function differently between Unreal and Unity, and unfortunately I am not familiar with Wwise in Unity.
Thank you for your help,I work with UE5,My current problem is that there is a 3D wind sound wrapped outside the room, but I hope that when I enter the room, the ambient sound will gradually disappear according to the distance from the door, but I seem unable to achieve this now... Do you have any good suggestions? I don't have any ideas@@brassbgeek
Hello! I am sure there is. Unfortunately I have not used any versions past the one in my most recent video (which itself is probably out of date by now). Unfortunately I have not had the time to make updated videos :-(
Thank you for showing your RTPC related BP's! A tip just in case if it helps: You can use a blend container instead of two separate actor-mixers to switch between two different wall speaker sounds.
Can Uzer you are absolutely right! I am unsure why I didnt...I was probably getting in to my own head and overthinking it haha. That will definitely make for smoother (and easier to control) transitions.
Thanks!
Nice work on these videos!
Thank you so much! I am glad you like them :-)
a portal can attenuate the volume of a sound that is propagating through it?
Not in Unreal at least. The portal object is used specifically to blend the audio characteristics of the zones the portal is attached to. So if you have two different reverb zones, the portal would blend them together. For attenuation you will need to rely on distance attenuation. If you want something more robust, like the attenuation through walls and the like, you need to get more into the coding of it in order to tell wwise the path you want the sound to take.
It is important to note that certain functions of Wwise-specific objects function differently between Unreal and Unity, and unfortunately I am not familiar with Wwise in Unity.
Thank you for your help,I work with UE5,My current problem is that there is a 3D wind sound wrapped outside the room, but I hope that when I enter the room, the ambient sound will gradually disappear according to the distance from the door, but I seem unable to achieve this now... Do you have any good suggestions? I don't have any ideas@@brassbgeek
any way to do this in updated versions?
Hello! I am sure there is. Unfortunately I have not used any versions past the one in my most recent video (which itself is probably out of date by now). Unfortunately I have not had the time to make updated videos :-(