UE Unit confusion

Hi, I’m trying to get a handle on unit conversion between Fmod and UE and am a bit confused by what I’m hearing. I have an 3D event set like this:

And in UE the event volume goes to about zero when the distance between listener and Fmod component is 500. This leads me to think the conversion is 1/10 but that doesn’t correlate with what I’ve read elsewhere (1/100). What have I got wrong here?

This is not really hard to confirm if you’re not aware of it:

In standard top/left/right modes, middle click, it’s a measuring tool. This screen below is a placeholder event in the default map at 1/20 attenuation (on the main macros) with the measuring tool for the reference.

Now, at that distance, if I’m testing this ingame, the volume is already quite low between 12 to 15 (1200 to 1500 UU). But with a curve like that it’s pretty normal : )

Thing is, either the macro attenuation or the override attenuation are both just a portion of the volume control. You could have automations in your sequencer which could also have influence on your volume.

At least, what I can say is, with the default setup and normal configuration of both UE5 and FMOD, the conversion of UU to FMOD Units is /100.

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Thanks for verifying 1/100 MaX, I am investigating further. I’m most curious what is powering the attenuation visualization in your example. Is that output by Fmod somehow?

Yup!

When you update an event, the final attenuation (at least the macro one) shows these two spheres for min/max when selecting a FMOD component added to a map.

Thanks _Max! So I think the reason for my confusion is the Fmod Ambient Sound actor (which I extended from) is not behaving as expected and setting manual attenuation settings doesn’t seem to work. When I make a BP that inherits from Actor and add an Fmod component the units make sense.

The overrides set in the editor will not take effect if the Distance override has been set on the events spatializer.

Other than that I’m not aware of what could be stopping the FMOD Ambient Sound from working correctly, as it’s just an actor with an FMODAucioComponent attached.

Are you testing the exact same event in the FMODAudioComponent?

Yep. Thanks Cameron - I have those overrides turned off yet for some reason extending from the Fmod Ambient Sound Actor does not appear to set these values while a simple actor with an Fmod component does.

I’m not sure why that would happen, all my testing has not reproduced this.

Are you getting any errors or warnings in the output console?

Which versions of FMOD and Unreal are you using?

Sorry should have said - UE 5.5.4 and was on Fmod 2.03.07 but recently updated to the latest and I didn’t check to see if the issue persists. When I have the time I’ll try the Fmod class again, but I’d assume case closed if you can’t replicate and I’m fine for now with my current setup.