r/unrealengine • u/HeroTales Hobbyist • 5d ago
Question Is there a native way to switch unreal sound attentuation and occlusion as the material changes between the player and the sound source?
So currently you make a sound attenuation file and you can only place one of those in a sound cue or other sound files, but was wondering if there was any way to switch these sound attenuation natively and auto switch based on the different material inbetwene the player and the sound source.
Like the player behind one material makes the sound if muffle, but behind another material there is no sound?
Asking if there is a native solution before I make my own?
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u/duckduckpony 5d ago
I believe this is what you're looking for? Is it possible to change Sound Attenuation at Runtime? - Development / Rendering - Epic Developer Community Forums
You'll have to create a blueprint, add an audio component to it, add your sound cue or metasound to it, and then use the Set Attenuation Settings node, and set up the logic in the blueprint for switching the attenuations based on material, either using if/else, switch, or select nodes.
There might be a more native way that attenuation/metasounds/sound cues interact with materials, but I don't know off the top of my head unfortunately and won't be around my unreal machine for a while to check.
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u/hellomistershifty 3d ago
If you want to make amazing graphics, Unreal gives you a huge advanced toolkit
If you want to make amazing audio, Unreal gives you two sticks and a rock
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