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I have built a web browser in my project and put it on a wall. So the thing that I wanted to do is when I play a video on YouTube then I walk away from that wall I want the sound of that video to decrease depending on the distance.

I am looking in forums for days still can't find a solution for my problem. I have checked documentations in UE4 web page about attenuation and audio still couldn't found anything. I have found a video in internet but it shows only the result not how to do it. I'll be appreciated if you help me to solve this.

jonrsharpe
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Did you try wrapping the components in a blueprint? If not try;

"If you create a blueprint from your mesh, add a media sound component (add your media-player to this) and then tick 'Allow Spatialization' and 'Override Attenuation', this seems to make the sound localized to the mesh."

Most of the complaints I saw online regarding this question stem from the origin of the sound component Remaining at 0,0,0 world coordinates. Be aware of sound attenuations relative/world location toggle (Should be RELATIVE to the mesh and at the same location in the BP, and be a child of the mesh).

Graphenes
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From what I was told from an Epic employee. This is an experimental plugin that was given up on. There is no viable method for containing sound attenuations to the Web browser and the streamed source. IE playing a YouTube video the sound will be 100% and no chance of adjusting it.

Thoughts come to mind of complex traces and setting volume to 0 if player is out of range set by the trace. I have looked at so many ways of fixing this problem and given up many times.