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Game Development Projects with Unreal Engine

You're reading from   Game Development Projects with Unreal Engine Learn to build your first games and bring your ideas to life using UE4 and C++

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Product type Paperback
Published in Nov 2020
Publisher Packt
ISBN-13 9781800209220
Length 822 pages
Edition 1st Edition
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Authors (5):
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Hammad Fozi Hammad Fozi
Author Profile Icon Hammad Fozi
Hammad Fozi
Devin Sherry Devin Sherry
Author Profile Icon Devin Sherry
Devin Sherry
Gustavo Reis Gustavo Reis
Author Profile Icon Gustavo Reis
Gustavo Reis
David Pereira David Pereira
Author Profile Icon David Pereira
David Pereira
Gonçalo Marques Gonçalo Marques
Author Profile Icon Gonçalo Marques
Gonçalo Marques
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Toc

Table of Contents (19) Chapters Close

Preface
1. Unreal Engine Introduction 2. Working with Unreal Engine FREE CHAPTER 3. Character Class Components and Blueprint Setup 4. Player Input 5. Line Traces 6. Collision Objects 7. UE4 Utilities 8. User Interfaces 9. Audio-Visual Elements 10. Creating a SuperSideScroller Game 11. Blend Spaces 1D, Key Bindings, and State Machines 12. Animation Blending and Montages 13. Enemy Artificial Intelligence 14. Spawning the Player Projectile 15. Collectibles, Power-Ups, and Pickups 16. Multiplayer Basics 17. Remote Procedure Calls 18. Gameplay Framework Classes in Multiplayer

Sound Attenuation

For a sound to be played in 3D inside UE4, you'll have to create a Sound Attenuation asset, as we mentioned in the first section of this chapter. A Sound Attenuation asset will let you specify how you want a specific sound to change volume as its distance from the listener increases. Have a look at the following example.

Open Unreal Editor, go to the Audio folder inside the Content Browser interface, right-click, go to the Sounds category, and select Sound Attenuation. Name this new asset BounceAttenuation:

Figure 9.7: Creating the Sound Attenuation asset

Open this BounceAttenuation asset.

Sound Attenuation assets have many settings; however, we'll want to focus mainly on a couple of settings from the Attenuation Distance section:

  • Inner Radius: This float property allows us to specify at what distance the sound will start lowering in volume. If the sound is played at a distance less than this value, the volume won&apos...
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