Time for action - nesting ambient sounds and using other parameters for sound events
As we saw previously, each AmbientVolume has a radius. As you get closer to an area, the ambience will begin to fade at a certain distance away from the perimeter of the area shape. That distance is controlled by setting the radius in the AmbientVolume properties. However, in this scenario where the player goes from natural exterior into a man-made building, we need to nest a smaller shape inside the large one.
Create a large area shape.
Inside the large area shape, create a smaller second shape.
Following the previous example, link two separate and unique AmbientVolume entities to each area shape.
Select the area shapes and assign a GroupID of
1
or higher to each; the GroupID parameter can be found in the entity parameters rollout of the Areashape entity.Assigning the same GroupID to both areas causes them to interact with respect to their ambient sounds.
An example of this setup is seen in the following screenshot...