For each Sound Class, you can set the Volume or Pitch adjusters, set if the mix settings are to be applied to Child Classes, or modify the VoiceCenterChannelVolume. Inside the Sound Classes section, you set which Sound Classes are to be affected by the mix. As the EQ Settings from multiple Sound Mixes cannot be combined, the EQ Priority allows you to control which active mix properties are applied at any given time. You can specify EQ Settings for the mix to adjust the high, middle, and low frequencies and gains. Within the Sound Mix asset itself, which can be opened by double-clicking the Asset in the Content Browser, several properties exist. Then you can set the Sound Mix back to its original setting by using the Clear Sound Mix Class Override. It can set an active Sound Mix to use any Sound Class you have, and interpolate between its current Sound Class and the new Sound Class over time. This is where the Set Sound Mix Class Override Blueprint Node comes into play. However, the Push/Pop method can become complex quickly if you have a large number of mixes you are trying to switch between. You can Push (Activate) or Pop (Deactivate) Sound Mixes directly inside a Blueprint with the Push Sound Mix Modifier and Pop Sound Mix Modifier nodes or activate them passively whenever a sound with a given Sound Class is playing within a specified threshold. Multiple Sound Mixes can be active at the same time, all contributing to the overall audio effect. Sound Mixes allow you to set the EQ Settings (Equalizer Settings) and modify Volume and Pitch properties of Sound Classes. You can also add Passive Sound Mixes (see the Sound Mix section below) to a Sound Class which will kick in and activate automatically whenever the Sound Class is played (for example, having music automatically lower whenever a dialogue Sound Class is played). You can connect class together inside the Sound Class Editor, which shares a similar node-based interface as seen in the Sound Cue Editor. Hierarchies can be created by adding Child Classes, which will allow you to pass down only specified properties from the parent class to children classes. The properties inside a Sound Class act as multipliers to the existing values and will be carried out by all Sound Assets assigned to the Sound Class. Sound Classes are a collection of properties that can be applied to a number of Sound Assets. With a Reverb Effect, you can adjust settings (see below) that control elements like the echo density, overall reverb gain, air absorption, and more, to help craft an overall feel. Reverb Effects are definable Assets with several properties that can be easily adjusted and applied to any Audio Volume placed in your Level. This allows adjustment to attenuation properties without having to revisit every sound individually.įor more information on Attenuation, see the Sound Attenuation page. Any place you can specify one-time use attenuation properties, you can instead specify the Sound Attenuation Asset. Sound Attenuation assets allow the definition of attenuation properties in a reusable manner. Sound Cues are composite sounds that allow you to modify the behavior of audio playback, combine audio effects, and apply audio modifiers with Sound Nodes to alter the final output.įor more information, refer to the Sound Cue Editor page. There are several different types of Sound Assets that can be added to your projects, described below. You can import a sound file by using the Content Browser Import button, or by selecting a file in File Explorer (Windows) and dragging it into the Content Browser.īutton from the Content Browser and select Sounds, then from the menu, select the Asset you want to add. Importing a sound file into the editor generates a Sound Wave Asset that can be dropped directly into a Level, or that can be used to create a Sound Cue which then can be edited inside the Sound Cue Editor. The audio files that are imported are automatically encoded to compression formats based on the platform and features used by the sound.
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