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UE4 has Audio Volumes which attenuate when you leave the volume. It seems that I can't do this with Wwise though?

0 votes
Such a simple but extremely effective tool. CryEngine is great for this because you can also draw in the shape you want effected by the sound.

Does UE4/Wwise have this support at all? If not are there plans for it to be worked on?

Thanks.
asked Jan 12, 2017 in General Discussion by Tom W. (140 points)

1 Answer

0 votes
You're talking about how when you see it's sound sphere it basically has two of them right? Where the first sphere it is not attenuated at all and once you enter the second attenuation happens. You can do similar things in wwise. You can change the attenuation curves in Wwise to simulate something like this so basically if they are within 300 units make the sound at it's loudest. Or you can have the attenuation hooked up to an RTPC and it trigger from 2D to 3D once you leave the volume. It may not be as simple as UE4s but it does give you more control.

 

-Rob
answered Jan 16, 2017 by Robert M. (4,640 points)
Not exactly. I'm looking to attach sounds to volumes - areas that you create, large or small that can have audio events attached to it.

Create a volume around a forest in a level for example. Then when you approach the forest you hear the wind in the leafs. This is possible in CryEngines stock tech, but no support for this without lots of code/blueprint work.
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