Closed ko4t53e6 closed 2 weeks ago
Hi, what's your UE version? Are you using the latest version of the RuntimeAudioImporter plugin? In UE 5.4, the occlusion works correctly for me with the imported sound waves from RuntimeAudioImporter. Here are the steps you can follow to make audio occlusion work:
USoundAttenuation
) asset and set bEnableOcclusion
to True
.UAudioComponent
), set the AttenuationSettings
to the asset created in the previous step.SetSound
(and then Play
, as needed) from your audio component and specify the imported sound wave in NewSound
pin.If you're using a different method to enable sound attenuation or a different version of the engine that you suspect might be causing the issue, please reopen this issue and provide more details with your steps to reproduce the problem.
Great plugin, but I can't get audio occlusion to work with an imported soundwave. Occlusion is working fine for me with a normal soundwave, but not with an imported soundwave.
CheckOcclusion()
inActiveSound.cpp
is running on the tick as expected, but the necessaryAsyncLineTraceByChannel
is no longer called after the first few frames of play, where as with a normal soundwave it gets called each frame.