Crossfading between Ambient Zones by distance

Hi,

I’m pretty new to using FMOD with Unreal, so please bear with me.

I’ve got audio volumes set up in unreal to trigger fmod snapshots, and while I can use the time parameters in unreal to make a nice time based transition, ideally upon entering a large area from a corridor for example, I’d like to have that transition be distance based, so stopping partway through the opening and turning back sounds correct.

I’ve seen some posts talking about using the built in distance parameter on the snapshot intensity, but I think I must be misunderstanding completely because that doesn’t seem to have any effect on things the way I’ve got them setup.

Does anyone have an example of what I should be looking to do / what I should point the more code friendly folks towards to help me out?

Thankls

What exactly is going wrong? Is the built-in distance parameter not updating correctly as the player moves around? Is the parameter’s value changing, but the snapshot’s intensity isn’t?

Where is the snapshot instance located in your game world? The value of the distance built-in parameters are based on the instance’s distance from the listener, so it’s important to make sure your snapshot instance is located at the location in your game world where you want the snapshot’s effect on the mix to be most audible.