I am having a lot of trouble getting the most out of FMODs reverb and wanted pointers to get some nuances figured out. There were tons of things I used to be able to do in designer on my old engine, but on Studio and UE4 I’m stuck on a few things.
- Is there a way to map the “Intensity” parameter of the reverb to the distance between the Audio Volume point of origin and it’s cut-off point?
Such as, when a 3D FMOD event has a min and max distance and the attenuation curve is adjusted by how far away from the actors origin and the final attenuation distance.
My ideal behavior would be… lets say you’re going down into a valley, to have the intensity increase the further down you get into the valley.
Is there a way to get the “distance” parameter updated by looking at actor locations?
Audio Volume triggers for reverb that overlap do not seem to respond to the priorities being set in the UE4 details window, am I missing something?
Right now, I’m currently using Audio Volume class in UE4 to call up the Reverb Snapshot events in FMOD.
I would appreciate anything that can help point me in the right direction.
Thanks for your time.