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CriWare Unreal Engine
Plug-ins for CriWare solutions.
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If you want to implement a sense of localization for environmental sounds such as insects and birds, you can do so by placing randomly played sounds all over the map.
The Soundscape plugin allows you to generate random sounds around the player, creating an environment with a sense of localization.
This page introduces how to randomly play bird sounds centered on the player when the player enters a specific TriggerVolume.
When using the CRIWARE Soundscape Plugin, it must be installed in your project.
Open the Plugin window from Edit -> Plugin.
Select the CriWare category and enter "soundscape" in the search at the top of the window. "CriWare Soundscape Plugin" will be View, so check it.
The plugin will be applied by restarting the UE editor, so restart it.
Right-click in the content browser and create a Data Table asset from Miscellaneous -> Data Table.
Once you open the Data Table asset, press the "Add"button at the top of the window to Add a Gameplay Tag, and enter "SoundScape.Active" as the tag name.
Open Project Settings's Project -> GameplayTags.
Add an element using the + button of GameplayTagTableList and set the Data Table asset you created earlier.
When you press the "ManageGameplayTags" button in the GameplayTagList field, GameplayTagManagaer will open and the SoundScape.Active state will be View.
Right-click the content browser and create a Soundscape Palette asset from ADX Atom->Soundscape->Soundscape Palette.
Open CriWare -> Soundscape in Project Settings.
Add an element using the + button in Soundscape -> SoundscapePaletteCollection and Add the SoundscapePalette asset you created earlier.
Right-click the content browser and create a Soundscape Color asset from ADX Atom->Soundscape->Soundscape Color.
Open the SoundscapePalette asset details.
Press the Edit button in Palette -> SoundscapePalettePlaybackConditions to open the TagQueryEditor window.
Set RootExpression to "AllTagMatch" and Tags to SoundScape.Active.
Open the SoundscapeColor asset details.
Set SoundscapeColor -> SoundAsset/Sound(Wave).
Also enable ContinuouslyRespawn.
Enabling this will cause the sound to spawn repeatedly.
Select Volumes -> TriggerVolume from the top of the window and place it in your level.
In the image below, a TriggerVolume targeting the grassland area is placed on the level.
Set Soundscape to only be applied when inside the TriggerVolume.
First, implement it in Blueprint as shown in the image below.
A sound will be generated where the sphere is View .
This plugin provides various debugging commands.
Executing "atom.3dVisualize.Enabled 1" will visualize the sound source position.
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