Sniper's Paradise!
Triggered Ambient Sound
In this short tutorial, You'll learn how to trigger ambient sounds on and off. It's assume you have the basic working knowledge on how to use the editor.
Triggered Ambient Sound play's a sound effect when triggered and can be able to be toggled on or off. Since this feature does not work in 225F and
226F. To trigger an ambient sound you will need to use a Tiggered Light instead. To do this, you will need add a trigger and a TriggeredLight
to your map. Place it in your map where you would like the sound to be heard. Set the properties of the trigger and the events > event name. Then
the Events > Tag of the triggered light to the same name of your trigger event.
Once you have the trigger controlling the light or in this case the sound, we can set the properties of the light so it will turn off or on the sound.
Light Settings
In the light properties under LightColor set LightHue and LightSaturation to 0, LightBrightness controls the sound volume
First you should set the Light Radius to 0. so no light is generated by the actor later, unless you have a dual function planned. In ambient sound
you will put your sound. If desired, you can adjust the sound pitch. The Sound Radius is determined by the setting of the light radius.
* under Lighting set everything to 0 and LightEffect to LE_None, but LightType to LT_Steady
* under Sound/AmbientSound add the sound you want to use
* under Object/InitialState choose the function you want to use, i.e. TriggerToggle
* under TriggerLight you can use ChangeTime to fade the sound in or out, works the same like with light
This is not really a TriggeredAmbientSound, but it works. If you need more volume, just use 2 or more TriggerLights.
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