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Hello, I’m testing Resonance Audio in FMOD and need some clarification. From my understanding all events using Resonance Audio Source plugin get routed directly on the bus which has Resonance Audio Listener, bypassing the groups to which they are assigned. Is possible to override this behaviour? Or can we use multiple listeners?
Also, there’s a way to listen only the sound of a specific client when testing local multiplayer in UE using FMOD? I’m able to do this with UE native audio but not with the FMOD plugin

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Due to the way the Resonance Audio component works, you cannot bypass the current behavior. And you can only use on Resonance Listener.

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