This property is used to enable or disable the distance-based volume attenuation. This is the same property regardless of shape and is measured from the edge of the inner area. This property defines the size of the outer area of the attenuation shape. This property defines the distance directly behind the sound's origin from where you want the cone to start (this is independent from the other properties, so will extend the cone backward rather than shift it backward). This property defines the width (in degrees) of the outer area of the cone attenuation shape (as measured from outside of the cone angle). This property defines the width (in degrees) of the inner area of the cone attenuation shape (as measured from the center of the cone). This property defines the length of the inner area of the cone attenuation shape (as measured from the sound's origin). There are 3 values to this property: x, y, z. This property defines the dimensions of the box attenuation shape (as measured from the sound's origin). This property defines the radius of the inner area of the capsule attenuation shape. This property defines the height of the inner area of the capsule attenuation shape (termed ‘half height' as it's measured from the sound's origin which is at the midpoint of the capsule). This property defines the inner area of the sphere attenuation shape. The exact property you see depends on which attenuation shape you have chosen. They are measurements of distance from the origin of the source sound in Unreal Units. These properties define the inner area of the attenuation shape - the area where the sound will be at maximum volume (in other words, completely unattenuated). This produces a cone attenuation shape, this is useful in situations when you want a directional attenuation pattern - for example, public address speakers. This produces a box attenuation shape, this is useful for things like room tones/ambiance as you can define the shape of the box to match that of the room. This produces a capsule attenuation shape (a cylinder with rounded ends), this is useful for things like water pipes, where the sound doesn't want to appear to come from a single, specific point in space - the sound of gurgling water would follow the length of the pipe This is the default and produces a spherical attenuation shape, which is useful for most spot sounds as it models how sound propagates in the real world. This property defines the shape that is used to define the minimum and maximum attenuation points of the sound. You can either draw one directly into the curve editor window, or assign a pre-existing Float Curve asset. This allows you to define your own custom function when none of the provided ones give you the required behavior. This function is a kind of ‘middle ground' between the Logarithmic and Inverse functions. This function attempts to model a more ‘naturalistic' falloff behavior to produce behaviors that closer match reality. This function is good for sounds that need to be loud across larger distances. When using this function, the changes in volume are lesser at close distances, with more dramatic differences at far distances. This function is good for sounds that only need to be just audible at far distances, but that gets significantly louder as the listener gets quite close to the source. When using this function, the changes in volume are similar to that of the logarithmic curve, but are more exaggerated. This function is good for spot sounds that need good 3D positioning, while still being audible at reasonable distances. When using this function the volume attenuates such that the changes in volume are greater at close distances, and lesser at far distances. This function is good for crossfading between large background-type sounds that don't need tightly focussed 3D spatial falloff settings. When using this function the volume will attenuate linearly and so the changes in volume are constant as the listener moves towards and away from the source. There are a number of different functions to choose from: This property defines the function that determines the rate of attenuation over distance. The rate of attenuation relative to distance is determined by the attenuation function. As the listener moves away from this inner area the sound will decrease in volume, reaching its minimum volume at the boundary of the outer area. The volume of the sound will be at its maximum within the inner area of the attenuation shape. This section defines how the sound's volume will reduce (attenuate) as the listener moves away from it. Usually, the player is the listener, but not always, and so for the purposes of this document, we will use the term ‘listener'. Reference for the Sound Attenuation settings asset, which controls various aspects of how sound behaves over distance relative to the listener.
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