Another immersive detail that players rarely notice unless it's not there. Proper sound is a HUGE aspect that is easily overlooked. Great information as always.
Same the here. I was thinking about it yesterday. I was about to distract myself from what I was doing to search for it and learn. But I'm amazing it popped up itself 😅
Good tutorial. I too would be interested in a more detailed tutorial that looks at barriers. For example, can you muffle the sound if you stand behind a wall, but the sound isn't played in an enclosed space? What about if you break the wall, or open a door?
Very nice tip! Question: When the door is open, it still sounds muffled. Is there a way to fix it and make it behave depending on the door state somehow? Maybe something on the door BP to make it transparent to the sound system ?
Hi Matt. Excellent tutorial. Thanks for sharing. Just need some assistance with getting a muffled wind sound whilst inside a cabin. I've tried all the settings you mentioned, but wind cannot be heard from inside the cabin.
This works for objects but I have a blueprint in my map that plays a metasound of wind; how do I set up volumes in my buildings and caves to muffle the wind which doesnt have a radius of effect but is everywhere in the world?
Nice! There's something I don't understand though: I added a window in my project, when the window opens the sound keeps muffled unless I go completely out of the window opening range. Is there a workaround?
Hello, do you have a tutorial how to make blueprint from modular stuff? I saw it in some demos projects, whole modular house in blueprint class, but i cant find the tutorial about that.
You can also manually manipulate things like high and low pass using Audacity (or whatever) before importing into game. If you're wanting something like tinny and low quality audio from an old school radio or PA system, that's probably the best way to do it. You can probably do all of that in-engine, but might be more trouble than it's worth.
Sound attenuation occlusion omg! It was also here in 4.27, and I did so much mess to get that effect and it seems only few easy thing were to parameter 🤣
Thanks for this tutorial. Can you show us how to prevent music from stopping, or starting over, when interrupted by other sounds. For example, in my current project, music will play, but if too many sounds are happening at once, such as gunshots, explosions, etc, the music will either stop, or start over.
Hey there Matt, loved this tutorial! However, for some reason my occlusion doesn't seem to be working properly. It just randomly works (or not) by placing myself in very specific locations inside the sound cue volume area. It's also using the visibility channel and I'm 99,9% sure there's nothing blocking it, and since it's so random, it's hard to determine a pattern as to what's going on. Any clues on what this issue might be? Cheers!
Ty. Lol that house was not built to IBC standards. I had to make the Mannequin at scale 0.8, just to fit through the door. And still the upper hallways are too tight. Also the mirror reflection does not work without Planar enabled (In Project settings). But it increases [texture something] by 15%. So is there really no performant way to have real and dynamic mirror reflections in UE4.27? (I followed tuts. Planar enabled costs too much. And another method (Render Targets) isnt live reflections - doesnt show player. The third method (nothing buy a Smooth/Metal texture) just shows a blurry mirror. So whats a 4th method not developed by the end of 4x?)
@kenalpha3 I would say planars are still only appropriate for architectural and cinematic purposes. You might get away with one in a game if it's contained to a very small enclosed space like a change room. Use screen space reflections instead. Those too are improved in UE5.1 and much nicer looking.
@@Uncle_Fred Thanks for your answer. Wow Im surprised that mirrors are still in the Cine realm. I saw another game from ~5 years ago that had live player reflection. So what is going on with UE4/5? And "screen space reflections," those do not show the player reflection live, correct? (I watched a tut showing all the settings.)
Another immersive detail that players rarely notice unless it's not there. Proper sound is a HUGE aspect that is easily overlooked. Great information as always.
Couldn't agree more! Thanks for your support Patrick!
I swear you can read minds. Genuinely, I was thinking about how to do this yesterday.
Same the here. I was thinking about it yesterday. I was about to distract myself from what I was doing to search for it and learn. But I'm amazing it popped up itself 😅
Thank you Matt, you're the best. Love the tutorials you put out, it really helps a bunch
Happy to help!
Good tutorial. I too would be interested in a more detailed tutorial that looks at barriers.
For example, can you muffle the sound if you stand behind a wall, but the sound isn't played in an enclosed space?
What about if you break the wall, or open a door?
Very nice tip!
Question: When the door is open, it still sounds muffled. Is there a way to fix it and make it behave depending on the door state somehow? Maybe something on the door BP to make it transparent to the sound system ?
This is something that would require more manual work done to it, but I can look into creating a video on this
@@MattAspland That would be awesome, thank you!! :D
Did he ever make a vid on this?
@@cosmicthanos seems not, but it is the thing i want to explore
Hi Matt. Excellent tutorial. Thanks for sharing. Just need some assistance with getting a muffled wind sound whilst inside a cabin. I've tried all the settings you mentioned, but wind cannot be heard from inside the cabin.
This works for objects but I have a blueprint in my map that plays a metasound of wind; how do I set up volumes in my buildings and caves to muffle the wind which doesnt have a radius of effect but is everywhere in the world?
Perfect content as always
Much appreciated André!
this is perfect for my horror game i will use it for rain when heard from inside or outside. Thank you
Excellent subject and tutorial! Thank you!✨
Thank you! Glad it was helpful!
how do we add a distance reverb effect to the audio thats down the hall and have it get dryer the closer we get to it?
how do we manipulate THAT?
Another Great tutorial, thanks for putting in the work.
Nice! There's something I don't understand though: I added a window in my project, when the window opens the sound keeps muffled unless I go completely out of the window opening range. Is there a workaround?
Hello, do you have a tutorial how to make blueprint from modular stuff? I saw it in some demos projects, whole modular house in blueprint class, but i cant find the tutorial about that.
Thank you as always !
How can we render the sound attenuation from the scene in movie render queue?
You can also manually manipulate things like high and low pass using Audacity (or whatever) before importing into game. If you're wanting something like tinny and low quality audio from an old school radio or PA system, that's probably the best way to do it.
You can probably do all of that in-engine, but might be more trouble than it's worth.
would it be possible to do this with all sounds like players voices?
Can I do the same with a video? I have a video with sound playing on my tv
Sound attenuation occlusion omg!
It was also here in 4.27, and I did so much mess to get that effect and it seems only few easy thing were to parameter 🤣
Thanks for this tutorial. Can you show us how to prevent music from stopping, or starting over, when interrupted by other sounds. For example, in my current project, music will play, but if too many sounds are happening at once, such as gunshots, explosions, etc, the music will either stop, or start over.
This can be fixed by ticking the "Override concurency" and "Bypass volume scale for priority" in the wav file
@@Asmund648 Should I do this for the music, or the other sound fx?
@@hazeyteeg1641 Enable it on all the sound files your project is using
Does this only work when the sound is placed in the level?
Hey mat how about a phone system tutorial where you can open apps like google youtube from the phone
Hey there Matt, loved this tutorial! However, for some reason my occlusion doesn't seem to be working properly. It just randomly works (or not) by placing myself in very specific locations inside the sound cue volume area. It's also using the visibility channel and I'm 99,9% sure there's nothing blocking it, and since it's so random, it's hard to determine a pattern as to what's going on. Any clues on what this issue might be? Cheers!
If you are using an attenuation asset you might want to check things like the inner radius of your attenuation size, as well as the drop off.
Ty. Lol that house was not built to IBC standards. I had to make the Mannequin at scale 0.8, just to fit through the door. And still the upper hallways are too tight.
Also the mirror reflection does not work without Planar enabled (In Project settings). But it increases [texture something] by 15%. So is there really no performant way to have real and dynamic mirror reflections in UE4.27?
(I followed tuts. Planar enabled costs too much. And another method (Render Targets) isnt live reflections - doesnt show player. The third method (nothing buy a Smooth/Metal texture) just shows a blurry mirror. So whats a 4th method not developed by the end of 4x?)
Planars are much improved in UE5.1.
@@Uncle_Fred What performance impact does it say in UE5.1? (e.g. for 4.27 it says increases cost 15%.)
And do you get lag on detailed levels?
@kenalpha3 I would say planars are still only appropriate for architectural and cinematic purposes. You might get away with one in a game if it's contained to a very small enclosed space like a change room. Use screen space reflections instead. Those too are improved in UE5.1 and much nicer looking.
@@Uncle_Fred Thanks for your answer. Wow Im surprised that mirrors are still in the Cine realm. I saw another game from ~5 years ago that had live player reflection. So what is going on with UE4/5?
And "screen space reflections," those do not show the player reflection live, correct? (I watched a tut showing all the settings.)
thank u
"As I walk through the door, you should hear the music"
If you'd stop talk for at least a second, we could.
that could be pretty cool for proximity chat
Great implementation!
❤️❤️❤️
Occlusion doesn't seem to work if the source is a children of a moving actor.
Occlusion isn't an option anymore?