I am making a game, and when a player dies, I want all other playing audio to muffle. Is there any way to do this?
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Anyway to muffle audio on death?
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After doing some research, I found a couple articles on SoundEffect Objects. These Instances can apply modifications to the Sound or SoundGroup Object they’re parented to. If you wish to muffle a sound, I suggest using a EqualizerSoundEffect.
The muffle won't essentially work just yet, as we have to modify the HighGain, LowGain and MidGain properties first. With some researching with that too, I found these sets work quite well:
HighGain = -50
LowGain = 0
MidGain = -50
You can Index the EqualizerSoundEffect and Enable it upon death.
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I have parented an audio and the sound effect to a sound group, and after enabling it, nothing happens. What am I doing wrong?
You also can't change the properties to a value over 10
I've been doing some testing in Studio, and it appears that the Sound must reset to adjust to the Effect. Also, I'm unsure why you're setting it above 10? They should be at -50 as shown above.
Sorry, I literally can't read.
What do you mean reset? Like stop? If so, I can't do that. The song must continue playing.
Not stop, a pause and resume manner. Try setting all the properties within the Equalizer to 0 as default, then modify High and MidGain to their proper states upon death?
But I would have to do this to every audio playing, correct?
Also I changed the values within a script. Nothing happened.
I am away from my computer at the moment, so I am unable to test. Try working around with it in studio. Pick a random sound and place an equalizer within, set the properties then hit play and see if it properly muffles.
This works, but you have to place it in the audio directly, which means you have to get each playing audio then enable that audios equalizer. I need a way to muffle every audio at once.
I found the issue. I didn't know this, but you can't just drag a sound into a sound group, you must also assign it in a property of the sound. Didn't see this before.