
Points to and uses the settings assigned inside a SoundAttenuation asset.

Uses the asset's Attenuation settings or the Attenuation Override's settings. The options under the Attenuation section that can be modified inside the Details panel are defined below:Įnables/Disables whether or not the audio component is spatialized. Outside of the MaxRadius, the volume of the sound is at 0%.įor additional information on Attenuation, please refer to the Sound Attenuation page. As you move within the space between the MinRadius and the MaxRadius, the volume level is adjusted based on the Distance Algorithm. It works using two radii: MinRadius and MaxRadius.Īs you move from the sound's origin through the MinRadius, the volume of the sound is at 100%. Is an optional group that can be assigned for the sound asset.Īttenuation is the ability of a sound to decrease in volume as the player moves away from it. Modifier applied to set the overall Pitch of the sound.Īllows adding of per-instance parameters for the sound. Modifier applied to set the overall Volume of the sound. Whether or not the sound asset plays when the game is paused. Points to a Sound Wave or Sound Cue asset. The Play and Stop options allow you to preview the assigned sound inside the editor and will play and stop playing the sound respectively.Īdditional options inside the Sound section of the Details panel are defined below.

Optionally, instead of assigning a sound asset, you can select the New option which will create a new Sound Cue asset and will open it in the Sound Cue Editor for editing. Once a Sound Cue asset has been assigned as the associated sound, the Edit option will become available so that you can open the Sound Cue asset up for editing inside the Sound Cue Editor. You can assign a sound asset from the Details panel by selecting an asset from the Sound setting's drop-down menu or by highlighting a sound asset in the Content Browser and clicking the Lastly, you can simply Left-click and drag a Sound Wave or Sound Cue from the Content Browser into your level.Īn Ambient Sound Actor has no function without an associated sound asset. You can also highlight a Sound Wave or Sound Cue in the Content Browser and in your level, Right-click to bring up the context menu and select Place Actor. The first is by selecting the Ambient Sound Actor from the Place Actors panel in the All Classes tab and dragging and dropping it into your level as seen below. You can add an Ambient Sound Actor to your level in several ways: The sound asset the Ambient Sound Actor points to will only play once per trigger unless specified as Looping in the Sound Wave or defined as part of a Sound Cue asset. If the Ambient Sound Actor is set to Auto Activate, it will immediately begin to play once it is created (at the beginning of play or on spawn), even if the player is not in a position to hear it.

By comparison, a sound that is normally loud, may appear soft if it is further away. Generally, the Ambient Sound Actor conforms to the real world where the closer you are to a sound, the louder it will appear. The Ambient Sound Actor (icons pictured at left) can be used for many purposes such as ambient looping sounds as well as non-looping sounds.
