Sound Attenuation
Sound Attenuation & Volume Control
Section titled “Sound Attenuation & Volume Control”-
Sound Attenuation Concept
- “Volume decrease as listener moves from sound source”
- Creates immersive/realistic audio experience
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Attenuation Functions
- Linear
- Straight line, consistent volume changes
- Best for: background sounds, basic cross-fitting
- Logarithmic
- Greater changes at closer distances
- Ideal for: 3D positioned spot sounds
- Inverse
- More extreme than logarithmic
- “Barely audible far, significantly louder close”
- Log Reverse
- “Very loud across large distance”
- Only falls off at edge perimeter
- Natural Sound
- Matches reality
- Middle ground between log/inverse
- Custom
- Define own shape/behavior
- Linear
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Attenuation Shapes
- Types
- Sphere (default)
- Capsule: “ideal for tube structures”
- Box: “perfect for interior rooms”
- Cone: “excellent for speakers/microphones”
- Types
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Creating Attenuation Assets
- Process
- Right click > Audio > Sound Attenuation
- Similar to material instance system
- Can apply to multiple sounds
- Benefits
- Global control over effects
- No individual sound adjustments needed
- Process
Sound attenuation creates realistic volume falloff in games through various functions and shapes. Assets can be created for efficient global control, enhancing the overall audio experience through distance-based volume management.