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[Wwise & Unreal] How to attenuate a sound when the 'sound' is not an in-game object.

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So basically, I have a sound attached to the Matinee Level Sequence of a door opening. When the door triggers, the sound triggers. All is well. 

But since that sound isn't actually an object in the game (as you can only put AkAmbientSound as objects as far as I know) then there are no distance values, and therefore, if I put a linear normal attenuation on the sound in Wwise, it'll always be infinitely far and play silence. I would like to have the sound of the door attenuate if I, for example, run away from the door as it's opening. 

Maybe I'm setting my blueprints up incorrectly, or using features incorrectly, but I would love to know how to attenuate sounds that are attached to objects the same way you attenuate other AkAmbientSounds. 

My blueprint : http://imgur.com/a/pQQy7

Thanks so much.

asked Feb 1, 2017 in General Discussion by Benjamin L. (140 points)

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