So I have an 2D Timeline ambience event with 1 stereo loop and 3 scatterer instruments in 3 seperate tracks. When i’m loading a scene in Unreal and play, I only hear the loop and none of the scatterer instruments.
I’m aware that this is kind of an issue that other posted before but I never really got the answer I wanted. I am aware of the workaround of putting the min&max scatter distance to 0 and like automate the panning of each track but the thing is, it was working before. I’m not sure why but it stopped working and I just want to be sure what is possible.
If I put the min and max distance to zero yes it works but as soon I add some distance , even if its 3 and 10 or 80 and 100, its doesnt work.
I have no spatializer anywhere. Is there someone else who got this exact issue ?
Like I said, the setup in my screenshot was working at some point.
If you do not want these sounds to be spatialized, there is no point is setting the min & max distance of the scatterer to values higher than zero. This is because, in the absence of spatialization, randomizing the positions of spawned sounds won’t affect their panning and attenuation in any way.
If you do want them to be spatialized, you must ensure that the event instance containing the scatterer instrument (and thus the sounds that it spawns) are close enough to the listener that they are not attenuated to silence.
The listener is on the player (its a third person game) The event is called inside of a audio volume via a custom blueprint script. So when the player is inside, the ambience play. The goal is when you go to different room or being outside and you go inside a building or something, the ambience changes and the scatterer instrument helps to create randomisations instead of placing “emitters” manually.
Thats the main goal here. I tried dragging the event in the scene just for testing and I could hear the scatterer instruments normaly. In my script I’m using a Fmod event instance type but when i’m dragging the event in the scene it becomes a Fmod Ambient Sound. Could this be the source of the problem here ?