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0 votes

Hello there.

I'm trying to simulate how sound bends around corners using Wwise and UE. I'm using SetListeners node in Unreal because I want the same Wwise play event coming out from 1 or more actors (in-sync that is), no matter at what point during runtime they spawn. You can see in the video how my Wwise setup looks like. In UE, the blue sphere aka original source is already in the scene which has an Ak component that plays TestSound event.

When I press play, why is the sound from the original source in mono? When I go behind a wall, I'm spawning 2 copies of that original source via Spawn Actor from Class and storing them into a new array called SoundCopies. As copies spawn, you will hear that the 3D position is working on them. Also, you can see in my BP, right after the copies spawn function, I'm stopping copies' AK events (so the Ak event doesn't start from the beginning), and storing their Ak components into an array called Listeners Arr. When the loop is done, I'm feeding this Listeners Arr into the SetListerner node and for the Target I'm plugging in SoundSource which is a reference for the original source.

As I restore the line of sight towards the original source, a DestroyActor function for both copies is called, so technically I should hear now only the original source, but I don't. Why is that? And when I go back behind the wall, copies spawn back, and the sound plays again like if it was only muted.

Video: https://www.youtube.com/watch?v=_NDKip7nAjk&feature=youtu.be

 

in General Discussion by Luka L. (140 points)

1 Answer

0 votes
Have you figured out already? Because I have a similar issue.
by Maksym H. (210 points)
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