UDN
Search public documentation

SoundActors
Licensees can log in.

Red links require licensee log in.

Interested in the Unreal engine?
Check out the licensing page.

Questions about UDN itself?
Contact the UDN Staff

Sound Actors

Document Summary: Explains the different type of ambient sound Actors you can use in your level.

Document Changelog: Created by Mike Larson.

Overview

Types of Sound Actors

AmbientSound Actor

AmbientSound Actors are placed in maps to trigger SoundCues. When Actor Classes\Keypoint\AmbientSound is highlighted in the Generic Browser, these actors can be added virtually anywhere within the map by right clicking on desired location in any of the browser windows and selecting Add AmbientSound Here.

13UE3AmbientSound01.jpg

This Actor is largely used for triggering ambient looping sounds but it can also trigger non-looping sounds. When listener enters the radii defined in the SoundCue Editor the Actor is trigger once. If the Looping Node is utilized, it'll play repeatedly within the radii and respond to all properties defined in the SoundCue. If the Looping Node is not utilized the audio file will trigger once when listener enters radii.

14UE3AmbientSound02.jpg

The only controllable parameters on this actor are Pitch and Volume. The Radii must be defined in the SoundCue and there isn't a graphic representation of it in the editor. Use this actor when the flexibility of the SoundCue Editor to create complex sounds is more desirable than radii control\visibility. If you want to trigger the same Cue in multiple locations with different radii settings you'll need to create duplicate Cues for each instance.

AmbientSoundSimple Actor

The functionality of the AmbientSoundSimple Actor is similar to that of the AmbientSound Actor only instead of triggering SoundCues it triggers audio files directly. So in many ways this Actor is more similar to AmbientSound Actors found in previous Unreal engines.

15UE3AmbientSimple01.jpg

This allows per Actor control over Attenuation, Spatialization, Radii, and Modulation. Relative Volume and Pitch adjustments are accomplished by using Volume Modulation and Pitch Modulation. The Min\Max Radii can be seen in the editor graphically as spheres and can be adjusted in real-time by click dragging the Red\Green\Blue Actor arrows.

AmbientSoundNonLoop Actor

AmbientSoundNonLoop Actors are placed in maps to trigger Non-Looping sounds randomly within a particular radius. When listener enters the radius it'll continue triggering sounds as defined in the Actor until listener exits the radii. As with AmbientSoundSimple this Actor triggers audio files directly.

16UE3AmbientSimpleNon01.jpg

  • Delay Time controls the Minimum and Maximum amount of silence between triggers in seconds. Each time an audio file is triggered it'll randomly pick a delay time between that range.
  • Volume Modulation + Pitch Modulation are used to define overall Actor Volume + Pitch
  • Sound Slots are added for each Wav file by clicking the small green icon located on the right side of the SoundSlots tab. Each Sound Slot features per slot volume, pitch, and weight properties. Weight controls the probability a Sound Slot will be triggered relative to other Sound Slots in the Actor.
  • The `Wave' slot located at the bottom of the Actors window should be ignored and not used.
  • The Min\Max Radii can be seen in the editor graphically as spheres and can be adjusted in real-time by click dragging the Red\Green\Blue Actor arrows.

selectedsound.jpg

All AmbientSoundSimple + AmbientSoundNonLoop Actors selected in a map.

Types of Volumes

ReverbVolume

If you make any reverb volume changes, they will not work in realtime in the editor. You need to rebuild the geometry of the sub-level that contains your ReverbVolumes when you make ANY changes to the reverb volume(s).