Trying to create a 2D directional alarm

Alright, I need some help concepting something for a multiplayer game in UE5 and I can’t seem to put all the pieces together on the unreal side of things. I’m trying to create a beeping warning alarm when a projectile is coming at you. I want it to be 2D for the local player, directional based on the position of the missile, and increase in rate of beeps (and maybe volume) as it gets closer. This is what I have so far.

FMOD side:

2D event with 1 audio track. That track has a short loopable tone that I made. There’s a tremelo plugin on the track with the rate being automated by the DISTANCE parameter. The volume is being automated by the same DISTANCE parameter.

UE5 side:

So I feel like I need to attach the actual event to the projectile itself since its distance from the player is always being tracked. But I need to actually play the sound from the listener perspective. Do I use a transceiver in FMOD and attach that output to the listener through a blueprint somehow? I’m not sure thats the solution because I dont think transceivers transmit spatial data (unless I’m missing something). Am I way off here?

You are correct about needing to attach the event to the object if you want to use the distance parameter but I don’t think transceiver is the way to go here.

There will be other ways to do this but the first that came to my mind was to use a Scatterer Instrument and automate the spawn rate using the built in Distance parameter. I also set the spawn interval to 1sec and the Min & Max distances to 0

Then on the Master Track of the Event I added a Spatializer and turned the Distance Attenuation off, this gives you a 2D sound but with panning based on the direction.

Thanks a lot Cameron! This works really well and I definitely wouldn’t of thought of that on my own.