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How do I enable reverb for an Ambient Sound in UE4?

0 votes
Hello Audiokinetic,

I have a reverb volume located inside a UE4 map, and an audio event that I am attempting to play inside the reverb volume as an ambient sound.

I can hear reverb when calling the blueprint node "Post Event" with the audio event as its "Ak Event" input and a position inside the reverb volume. However, I cannot hear reverb when calling the blueprint node "Start Ambient Sound" and selecting an AkAmbientSound actor (with the same audio event as its "Ak Audio Event" property) as the "Target" input. The AkAmbientSound actor is located inside the reverb volume. The reverb volume is a Box shape, with Send Level 1.0, Fade Rate 0.5, Priority 0.95.

I am using Wwise v2013.2.9 build 4872.

What do I need to do to enable reverb for this ambient sound?
asked Sep 11, 2014 in General Discussion by Johann L. (480 points)

1 Answer

+1 vote
Best answer
Thanks for reporting this. There was a problem with the initialization order (AmbientSound was being initialized before ReverbVolume), and this prevented the whole thing to work properly.

The fix has been pushed to the GitHub repository, in the 4.4 branch.
answered Sep 11, 2014 by Benoit S. (Audiokinetic) (16,020 points)
selected Sep 11, 2014 by Johann L.
Okay, thanks for resolving my issue.
Thanks for the info Benoit, but we access UE through P4 and aren't currently set up with GitHub.  We would like to just fix up this issue on our end if possible, since it sounds like an easy one.  Could you point us to the file/function(s) where the fixes need to be made?