Sound and audio
AudioPlay sounds and adjust the mix in the running world, and author sound assets.
What it’s for
Ask your assistant to play and mix sound in the running game or the open level. It can play one-shot sounds, add audio components and ambient sounds, fade sounds in and out, preload sounds so they play without delay, and push or pop SoundMix changes on the overall mix. None of this changes any asset on disk.
Use it when you want to hear something while you test. Play a UI sound to check a HUD, play a sound at a spot in the level to judge its falloff, attach a looping engine sound to an actor, or push a SoundMix to turn down a group of sounds and check the balance before you save it into an asset.
Creating and editing the sound assets themselves, such as SoundCues, SoundClasses, SoundMixes, MetaSounds, attenuation settings, dialogue, reverb and effects, is covered in this area too. Ask for the asset you want and your assistant builds it.
Things you can ask
Play a sound at a spot in the level
You hear the sound from that position in the world.
You: Play the explosion cue over at the crate stack.
Played SC_Explosion at the crate stack (1200, -450, 90), slightly louder than default. It cleaned itself up when it finished.Attach a looping sound to an actor
The sound follows the actor as it moves.
You: Make the drone play its motor loop while it flies.
The motor loop is attached to BP_Drone_2 at MotorSocket and follows it.Turn down part of the mix with a SoundMix
Your assistant applies the SoundMix so you can hear it, then removes it when you are done.
You: Push the low-pass menu mix so I can check the ducking.
Applied SM_MenuDuck so you could hear the ducking, then removed it.