I have a large map with different environments (forest, mountains, grassland etc.) that need different ambiences. When they player travels through the world I want the ambience to change smoothly, depending on the location. It looks like this:
How do I set this up in Unreal? There are some things I already tried out:
- Just throwing in an ambience will play it all across the map
- Adding attenuation to the ambience via the “Distance” parameter in FMOD and placing a lot of spheres across the map will cause phasing issues and blind spots
- Nesting an ambience within an “Audio Volume” in Unreal using its “Ambient Zone” settings works great for one zone, but leaves me without an attenuation option. As soon as I leave the box the audio will stop. There is no smooth transition.
- Using ADHSR modulation or interpolation time will give me a smooth transition, but it is time based. When the player just stops moving forward during a transition from one zone to another, the audio transition will still go on. It should be location based like with attenuation.
How do all the big RPG games handle their different ambient zones?