I was wondering if there was anywhere in either Studio or the UE4 integration where the lifespan/playback of an FMODAmbientSound can be managed dynamically - really any looping 3D event for that matter.
For example, let’s say we have a TreeGust event and it is placed on each large tree on the map. Is there a way to setup, “If player is 10 distance from TreeGust event instance then play”, then “If TreeGust instance is playing and player is 20 distance from TreeGust then stop” ?
We’re finding that these ambient sounds are using a ton of voices because they never really stop unless explicitly called to.
We have previously used an extra radius around world emitters which performed this logic. This could be managed via blueprints perhaps, but it would involve adding each emitter to a blueprint wrapper - is there no cleaner way?
Even with a Max Instance of 1 set at the Master track on the event, it will still play if you’re far away.
Perhaps I’m just missing something…