Hello All,
Whenever I create a new weapon or species with custom sounds, the sound volume is always a bit low. I notice that Epic will often use Procedural Sounds instead of regular sounds, and these seem to work better.
From the ProceduralSound.uc under engine, it looks like a procedural sound accepts a regular sound and allows volume and other modifications. Looking at Epics .uax files confirms this. That's all great until...
Problem:
If I create a new procedural sound in UnrealED, and then try to bring up properties, I get nothing. No properties dialog...
Sound GROUPS, on the other hand, work fine. I can make a new sound group, then just select my sounds and fill them in.
Is this a bug? If so, is there a workaround? Perhaps there is a script I can run to create new procedural sounds, assign their sounds, and set the volume levels? Is there any way I can look at Epics values to get a sense of what range to use for volume, etc?
Thanks in advance,
-Yasser
Whenever I create a new weapon or species with custom sounds, the sound volume is always a bit low. I notice that Epic will often use Procedural Sounds instead of regular sounds, and these seem to work better.
From the ProceduralSound.uc under engine, it looks like a procedural sound accepts a regular sound and allows volume and other modifications. Looking at Epics .uax files confirms this. That's all great until...
Problem:
If I create a new procedural sound in UnrealED, and then try to bring up properties, I get nothing. No properties dialog...
Sound GROUPS, on the other hand, work fine. I can make a new sound group, then just select my sounds and fill them in.
Is this a bug? If so, is there a workaround? Perhaps there is a script I can run to create new procedural sounds, assign their sounds, and set the volume levels? Is there any way I can look at Epics values to get a sense of what range to use for volume, etc?
Thanks in advance,
-Yasser
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