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+4 投票
Hi all!

I'm trying to play two sounds when a button is pushed, one is a foley sound for button click and the other is some sound (let's assume a song), with a tracked hand motion interface in my UE4 scene. When interacting with the button we want the click sound to not be occluded at all by our hands but the music should be. The simplest way I can think of to get this effect is to add the hands to the list of ignored actors of the AKComponent which handles the click sound. The problem I have with this method is that it requires me to make changes to the AKComponent class so I can expose the array of IgnoreActors to add the hands to it. So my question is this:

Is there built in functionality to ignore actors in occlusion calculations or will I have to modify the integration code?
分类:General Discussion | 用户: Philip R. (140 分)

1个回答

0 投票
You could create two AkComponents; one for your button sound and one for your song. Then, in Blueprints, you can set the occlusion refresh interval to 0 on the AkComponent on which you wish to disable occlusion.
用户: Benoit S. (Audiokinetic) (16.0k 分)
Hi Benoit, thanks for the response!

That sounds like a good plan but there are two problems I have with that solution for my situation. The foley sounds are played using the "Post Event at Location" node so I'm not entirely sure if I can even get a reference to them. The other is that would disable ALL occlusion, I'd prefer it if the occlusion only ignored the hands.
In that case, you're right in saying that the only way to accomplish this is to modify the code to AkComponent. I'll add the request to our backlog, though, as it is a really useful feature to have.

By the way, since the 4.10 integration, there is a "Spawn Ak Component at location" available. This allows you to post an event at a specific location, but also grabbing a reference to the component playing the sound. This would address your first problem, but unfortunately not the second.
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