Volume is at -80dB but the instance remains active
Hello,
In Unreal project settings, I set the “Vol 0Virtual Level” value to 0.01. When the object moves farther away, the loop sounds (fmodaudio component) attached to the object drop to -80dB, but the instances remain active.
So, I created a blueprint that uses a collision box. When the player enters the box, the loop sound plays, and when they exit, it stops. This method annoys me. Do I need to create a collision area for the bird sounds of dozens of trees?" Is virtualization not being applied to the loop sounds?
Vol0Virtual
refers to the Virtual Voice System, when a ‘voice’ goes virtual the sound or event still needs to update it’s timeline position so that if/when it is needed again it will be at the correct position.
So the number of active ‘instances’ you see there is correct, because the instance is still alive and valid. The thing that goes virtual is the ‘voices’, in the following picture I have an event that has ‘gone virtual’.
The Instance is active and playing, as the event is playing and updating but not outputting any audio, but the number of voices is zero while it is virtual. You will also see the CPU numbers virtual events is very small when compared to audible events.
I completely understand.I would remove the 20 collision boxes for the bird sounds and just place the fmod ambient sounds again. I think that would be better for performance. Thank you.
ps. Please understand even if the English is strange because it is Google Translate.
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