Unreal 4 - Wwise - Third Person - Line Trace - Audio Demo

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  • Опубліковано 1 чер 2019
  • The audio you hear uses line traces to detect the material of objects which controls different levels of obstruction and occlusion.
    In this level the large room works like a cave, the further from the door you get the quieter the surrounding ambiance gets.
    The footstep sounds are all triggered by animation notifications. Each different colored area has its own aux reverb.
    Made with Unreal 4 and Wwise.
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КОМЕНТАРІ • 2

  • @thehadleigh3349
    @thehadleigh3349 3 роки тому

    Hi, im currently working on a sound attenuation system within UE4 for my Dissertation. Ive got a sound source starting at my line trace Start and I want it to fade out and stop at the end of the line trace, any chance you've got any tips as im a little bit stuck. Thanks

    • @SoundGuyRoy
      @SoundGuyRoy  3 роки тому

      Hi Hadleigh, this is a great question. Off the top of my head I don't think Unreal's sound attenuation has that information readily exposed so you can do that. In my video, I used Wwise and ran a RTPC from Unreal into Wwise to do the volume control. I apologise for not clearly labling this in the title.
      I'm not sure what you're in and if you've tried this, but you could add a sphere (assuming your attenuation is one) collision or mesh, to get the attenuation radius, scale the sphere to match the attenuation radius, and then calculate the distance to the center of itself. This might return distance from center to edge for you to use. I'm not sure how much delay there would be but this is just a thought on how I'd start with something like this.