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Revision as of 12:34, 3 June 2003 by (Talk) (Added radii view note)

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UT2003 :: Actor >> Keypoint >> AmbientSound (Package: Engine)

Used to create ambient sounds in a map.

See AmbientSound (UT) for the UT version of this class.


Sound Group[edit]

Array<SoundEmitter> SoundEmitters 
A list of sound emitters. Sound will trigger every EmitInterval (+/- a value up to EmitVariance) seconds. (See SoundEmitter struct below.)


float AmbientVolume (globalconfig) 
Ambient volume multiplier. (scaling)



float EmitInterval 
The delay between each time the sound is played in seconds.
Sound EmitSound 
The sound to be played.
float EmitVariance 
Amount of seconds the delay may vary, so people won't set their alarmclock on it. ;)
float EmitTime (hidden in UnrealEd, transient) 

Quick Tutorial[edit]

Taken from the AmbientSound (UT) page; this still applies for a simple looping sound:

  1. Under your actor class, select Keypoint -> AmbientSound
  2. Add it to your level where you want the sound to originate from.
  3. You can edit the radius and volume in the Actor Properties Window.
  4. In the sound browser, load a sound file of your choosing...
  5. Select the sound you wish to use. Then expand the Sound group of the actor's properties, click on the AmbientSound property and click the "use" button. The name of your chosen sound should appear in the property box.
  6. Activate realtime preview in a 3D UnrealEd Viewport to hear it. This helps in getting the right radius, pitch and volume for your effect.

Note that any actor can be made to emit sound by setting these properties. The SoundEmitters property, however, is specific to the AmbientSound class.
The SoundEmitters property is used to play a sound every few seconds. Simply expand the Sound -> SoundEmitters property and click the "add" button to add an emitter. You can then set the EmitInterval, EmitSound and EmitVariance properties for the new emitter as described above.
Multiple emitters can be set to a single AmbientSound this way. However, you will have to create a seperate AmbientSound actor if you want a new emitter to originate from a different source.

G-LiTe: The radius indicator from the old Ued seems to have vanished in UT2003.. I could be wrong, though I can't find it anywhere. Also, does anyone know how to set the volume on an AmbientSound using the SoundEmitters property? It's just uberloud and sounds really bad.

Wormbo: You'll probably have to use the Actor/Sound -> SoundRadius/Volume/Pitch properties for that.

CTZ: You can view the radii of the AmbientSound actors by right clicking a viewport name, then Actors -> Radii View. The outer radius is shown by a red line, the occlusion volume is shown by a small cyan cylinder (which is a little confusing I think).