Audio Volumes¶
AAudioVolume defines an acoustic region — reverb, occlusion, ambient zone settings. Crucial for indoor/outdoor transitions.
Settings groups¶
| Group | Properties |
|---|---|
| Reverb | ReverbEffect asset, Volume, FadeTime |
| Submix Send | Per-submix routing & gain |
| Interior | Interior/Exterior LPF + Volume scales |
| Occlusion | Plugin (Steam Audio / built-in), trace channel |
| Ambient Zone | Source filter for AmbientSound actors |
Priority¶
Higher-priority volumes override lower when overlapping. Use case: a small reverb-heavy room inside a larger building — set the room volume to higher priority.
Interior / Exterior model¶
Audio Volumes have interior and exterior modifier knobs. As the listener crosses the boundary, the audio engine cross-fades:
- Sources inside the volume get the interior settings when the listener is outside
- Sources outside get the exterior settings when the listener is inside
This is what makes "you can hear muffled music through the door" work naturally.
Reverb Effect assets¶
UReverbEffect — choose presets:
| Preset | Use |
|---|---|
| Bathroom | Tile rooms |
| Stone Room | Caves |
| Auditorium | Large halls |
| Forest | Open outdoor |
| Underwater | Submerged |
Or author custom IRs with the Convolution Reverb plugin.
Replication¶
Audio Volume membership is local — not replicated. Each client computes its own listener.
See also¶
- MetaSounds — the modern source path
- Audio Plugins