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Hiya

I’m trying to replicate the functionality of Unreal’s native audio components by having a sphere visually determine the falloff distance. This works on a per actor/component basis.

It seems that with UE4 integration, that the fmod component (which looks like an event instance) can’t set the max distance parameter on an individual basis.

Are there plans to be able to do this? It would be nice at least to have the same functionality as the existing native audio components with the same visual representation, falloff attributes, capsule falloff, or at least the ability to recreate that system yourself by calling ‘setParameter’ in the actor construction script and feed in your own maxDistance etc.

Any help on this would be appreciated.

Cheers
Dan

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This has been requested before and is on our roadmap but we don’t have an estimated date yet.

  • Alec Brady

    Hey Nicholas,

    Is there any update on this feature?

    We are finding it necessary to create a separate FMOD event for each different volume level on an emitter. This leads to artists searching through dozens of identical events with minor gain/size adjustments.

    Trying to initialize a custom actor BP class via FMOD Audio Component and “Set Parameter” on construction script does not seem to send the parameter.

  • Cameron Baron

    Hopefully this feature will be released in the near future.
    In regards to the parameter not being set in the construction script, have a look at http://www.fmod.org/documentation/#content/generated/engine_ue4/deployment.html
    There have been issues with the FMOD plugin system not being created until after parameter has been set.

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