Using Audio Gameplay Volumes you can define physical regions that apply effects to sounds, relative to the listener's position.
In this guide, you'll learn how to set up a basic Audio Gameplay Volume with a Reverb component to simulate sound waves bouncing within the space.
Prerequisites
A brand new project created using the First Person Template.
The Audio Gameplay Volumes plugin is disabled by default. To enable it, open the Plugin panel by selecting Edit > Plugins, use the search bar to find the plugin, and then click the corresponding checkbox.
1 - Set Up the Sound Class
Audio Gameplay Volumes require Sound Wave assets as part of a properly set up Sound Class in order to function.
For more information on Sound Classes, see Sound Classes.
The First Person Template has a single Sound Wave asset which plays when you fire the weapon. Using the Content Browser, go to Content/FPWeapon/Audio.
Double-click the FirstPersonTemplateWeaponFire02 Sound Wave to open the Sound Wave Details panel.
Click the dropdown for Sound > Class.
Select Sound Class in the context menu to create a new asset.
Enter a name for the new Sound Class and save it to your Content folder.
Double-click on your new Sound Class to open the Sound Class Details panel.
Enable Routing > Apply Ambient Volumes to allow sounds associated with this Sound Class to be used with Audio Gameplay Volumes.
Input 1.0 for the Submix > Default 2DReverb Send Amount to send 100% of the sound in the Sound Class to the Master Reverb Submix.
Save the Sound Class and Sound Wave assets.
2 - Place the Audio Gameplay Volume
Place an AudioGameplayVolume in your level by using the Place Actors panel or by clicking Quick Add in the Level Editor Toolbar and selecting Volumes > AudioGameplayVolume.
Position the volume in the level so that your character can move into and out of it, such as directly over the
BP_Pickup_Rifle
.
3 - Add the Reverb Component
Audio Gameplay Volume functionality is driven by components. Each volume may have any number of these components which affect the sounds that happen inside or outside of the volume, relative to the listener. For this example, add a Reverb component to your volume to make the weapon fire sound reverberate while the player is inside it.
With the Audio Gameplay Volume selected, click the Add Component button in the Details panel.
Select the Reverb component under the Audio Gameplay Volume section of the context menu.
Input 1.0 for Reverb > Volume to increase the loudness of the effect.
Input 0.0 for Reverb > Fade Time to apply the effect immediately when entering the volume.
4 - Set Up the Reverb Effect
The Reverb component applies its effect using a Reverb Effect asset, so you'll need to create one.
With the new Reverb component selected, click the dropdown for Reverb > Reverb Effect.
Select Reverb Effect in the context menu to create a new asset.
Enter a name for the new Reverb Effect and save it to your Content folder.
Double-click on your new Reverb Effect to open the Reverb Effect Details panel.
Input 1.0 for Late Reflections > Gain to amplify the signal and make the effect easier to hear.
Save the Reverb Effect asset.
5 - Play
Click the Play Level button in the Level Editor Toolbar.
Move your character into the
BP_Pickup_Rifle
to pick up the weapon.Left-click to fire while inside or outside of the volume and listen to the difference in the sound.
6 - On Your Own!
Now that you've finished creating a basic Audio Gameplay Volume, consider taking it even further.
Try adding these other Audio Gameplay Volume component types to a new or existing volume:
Submix Override: Adds a Submix Effect Chain to a Sound Submix. When the listener enters the volume, this effect applies to all sounds regardless of whether they are inside or outside of the volume.
Submix Send: Sends the audio to a Sound Submix. This effect applies to sounds inside of the volume, and can be configured to apply while the listener is either outside or inside.
Attenuation: Interpolates the audio's current volume (loudness) to a target volume (loudness). You can configure the effect to apply to sounds inside of the volume while the listener is outside, or the other way around.
Filter: Applies a low pass filter to the audio. You can configure the effect to apply to sounds inside of the volume while the listener is outside, or the other way around.
You will need at least one sound positioned away from the player to hear the effects of some of the component types, such as Attenuation and Filter. The First Person Template doesn't come with any sounds set up this way by default, so some additional work is required.
There are a lot of ways to do this, but for a simple option, try importing an ambient sound file as a Sound Wave asset and then place it either inside or outside of the volume within the level. See Importing Audio Files for information on how to import audio files.