Loudspeaker Volumes

Overview

The Loudspeaker volumes allows users to activate a global Loud Speaker when entering a defined area. Once inside the area, the users microphone will be heard by everyone in the level.

Usage

A Loudspeaker Volume can be added by dropping a BP_LoudspeakerVolume_MicStand blueprint into your level. This will provide you with the most basic functionality required for the Loudspeaker Volumes, with a trigger to handle client overlaps to enable/disable the global loudspeaker.

The child blueprint named BP_LoudspeakerVolume_MicStand_VisualFeedback adds additional audio/visual elements intended as cues for the user to show that their microphone is being heard by other users.

Virtual Speakers

The BP_LoudspeakerVolume_MicStand_VisualFeedback blueprint supports "Virtual Speakers", a separate blueprint that can be added to the level to mimic audio feedback from real-world speakers. Multiple instances of the virtual speaker blueprint can be added to the scene and then added to the BP_LoudspeakerVolume_MicStand_VisualFeedback public variable,

Adding the virtual speakers will allow the speaker to hear their own voice over the speaker actors as additional clarification that their microphone is active and working. The virtual speakers are local only and do not replicate.

The volume on the Virtual Speaker actors can be set individually but there is also a global volume control that can be edited using LiveConfig (see below).

Live Config Values

The following are live config values for editing the virtual speakers:

ValueDescription

Game.VirtualSpeakers.Volume

The volume multiplier for each virtual speaker

Game.VirtualSpeakers.FadeTime

How long after the virtual speakers begin playing should they start to fade. If this is set to 0, the speakers will not fade out.

Game.VirtualSpeakers.FadedVolume

The destination volume after the fade. This is a normalised value that multiplies the start volume. For example: 0.5 will be half of the initial volume.

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