This question relates to FMOD Studio & UE4.
We have a robot character in UE4 and we would like to make it so that the colour and intensity of the light on the robot follows/matches the pitch and volume of the VO audio in FMOD.
We’ve tried doing this by using both parameters and markers, but we couldn’t find a way to make this work.
Does anyone know of any workarounds?
I hope that this makes sense!
There is a planned feature where you can automate a parameter then query its value at runtime, but it didn’t quite make it into 1.8.
As a workaround, you can obtain an event’s channelgroup, and get the pitch and volume from that. You’d need to edit the integration, have a look at the FMOD audio component. That already grabs the channelgroup as part of the tick. You can then call:
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