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Setting up Attenuations

Attenuations allow you to customize how a sound behaves depending on the distance and angle between source and listener. The game has standard attenuations in place for most ActorMixers that you automatically inherit when you select them. Only one attenuation is applied per sound, so it's easy to override the default as needed.

To setup an attenuation, select the Bank/Isolated Node tool and choose Attenuation as the node type. Choose a different ID if you like (the default will already be unique); once created you will find it in the "pinned nodes" panel.

Distance Curves

Info

All sound-specific attenuations are distance-angle-driven. Other attenuation drivers like obstruction and transmission are set globally in the init bank. See Attenuations for details.

An attenuation is defined by one or more distance-curves, which are associated with up to 7 different properties:

Property Unit Description
Volume dB The sound's loudness
AuxSendGame dB Related to effects
AuxSendUser dB Related to effects
LPF Cents Low-pass filter
HPF Cents High-pass filter
Spread Cents Related to surround sound, distributes virtual sources across spatial cannels
Focus Cents Related to surround sound, condenses spread and separates spatial channels

Each curve has the distance on the x-axis in meters, and its property value on the y-axis - so the y-axis' units depend on the property (see units). The effects applied by the attenuation are (like all modifiers) accumulated.

Disabling Distance Falloff

Sometimes you want a sound to be heard no matter where the players are (e.g. an ultimate boss attack). TODO check placi, note on ducking

Cone Params

Attenuations can also limit the sound to a cone relative to the source's orientation. This behavior is defined by an inner cone, inside of which no additional attenuation applies, and an outer cone, outside of which the full cone attenuation applies. Between these two cones lies the transition zone, which linearly interpolates between zero and full cone attenuation, and no curve can be applied. The cone attenuation will be added on top of the distance attenuation for volume, LPF, and HPF.

Applying to Sounds

Attenuations are applied through a property, which you can generally set on any playback node. Simply add the Attenuation property and enter your attenuation's node ID. In addition, you will want to set the following attributes:

  • Enable listener_relative_routing
  • Enable enable_attenuation
  • Set three_dimensional_spatialization to either PositionOnly or PositionAndOrientation
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