@@valkyriesound3888 I followed this tutorial and tried with music as well and it worked great. But how do I get the music to paus when I get out of the collision box and upon re-enter get the music to continue to play from the last entering point?
@valkyriesound38884 жыл бұрын
Cool - glad it worked! :) So, there is a node which you can add to the AudioBP called Set Paused. Pull out from the Array Get (Copy) node, and type in Set Paused. It's under the Audio section. For the Begin Overlap section of the AudioBP, you want to add the Set Paused node after the Cast to Character but before the Adjust Volume. For the End Overlap section, the execution should run from the Cast to the Adjust Volume then to a Delay and then to Set Paused. The Delay should be as long as your Adjust Volume Duration entry *but* I would add maybe 0.2 to the value on the Delay node. I noticed that the sound wasn't fully fading out so I was getting a tiny cut to the end of the music. Running the Delay a little longer will prevent that - you might need to tune it to your liking (no pun intended!). Using this method, you will lose the synchronisation with other music tracks but it gets the effect you're after and smoothly fade the sounds as you move in and out of the area :) Let me know how you get on!
@valkyriesound38884 жыл бұрын
I added this to this video's thread in the Unreal Engine Forums - it has a screenshot with the full setup :) forums.unrealengine.com/community/community-content-tools-and-tutorials/1750818-adaptive-audio-music-zones
@MojiiOkay4 жыл бұрын
Great video! Is there a way to apply these sort of random+modulator effects into an animation blueprint for use on footsteps on physical mats? Also: the trigger doesn't...well... trigger... if you spawn within the area, you have to enter it from the outside before it begins, is there a way to circumvent this (outside of just making a bunch of smaller triggers instead of one larger one to mitigate this problem)?
@valkyriesound38884 жыл бұрын
Thanks :) I have this tutorial on footsteps and Foley which triggers sounds based on the anim BP: kzbin.info/www/bejne/nnyuY3qPp6-moNk For triggering an overlap on spawn, this link to Reddit might help: www.reddit.com/r/unrealengine/comments/dw7atc/player_spawns_insides_collision_box_but_no/ There's a Get Overlapping Actors node that might get you the result you're after :)
@EthanFilms4 жыл бұрын
how about wind playing when the player falls or moves fast? how would that work?
@valkyriesound38884 жыл бұрын
Interesting! I think for this, I would look at creating a loop that lasted as long as the Player met the criteria for falling. For a dash, it could be a bit easier in that I guess it would be an animation? If that's the case, you could create a woosh effect that matches the length of the animation and is triggered as alongside it :)
@EthanFilms4 жыл бұрын
@@valkyriesound3888 I actually figured it out, I managed to make a function that monitors the player pawns speed, then I pass that on to a clamp and adjust a looping wind sounds amplitude and pitch to become audible as the speed increases, so it's technically playing all the time, but on mute until you go fast.
@valkyriesound38884 жыл бұрын
@@EthanFilms cool!
2 жыл бұрын
Aah man, don't get me wrong, just wanted to compliment your voice. It's so smooth, you should make ASMR videos. Cheers, man.