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Quick Start

Essential Setup

Create Area Type Enum

  1. Content Browser: Add NewAudioSweejTechAmbienceAmbience Area Type Enum
  2. Add basic values (e.g., Outdoor, Indoor)
  3. Assign in Project SettingsSweejTechAmbienceArea Type Enum

Setup Reverb Submix

  1. In Content Browser, click Add → Audio → Effects → Submix Effect Preset
  2. Pick SweejAmbBlendSubmixEffectPreset
  3. Go to Project Settings → SweejTech → Ambience → Reverb Sound Submix, and select the submix where you want to apply reverb effects
  4. Open the selected submix, add an element to Submix Effect Chain, choose SubmixEffect from step 2

Creating Your First Ambient Environment

  1. Add Ambience Sound for Global Audio:

    • Place SweejAmbience Sound actor in your level
    • Assign a looping audio file to Sound Asset
  2. Add Ambience Volume:

    • Place and shape SweejAmbience Volume to match your environment
    • Set Area Type (e.g., Outdoor)
    • Assign a Sound Asset
    • Set Priority (higher values take precedence in overlaps)
    • Adjust Attenuation Distance for fade-in distance from volume edge
  3. Add Scatter Spots:

    • Create Ambience ScatterSpot asset
    • Add sounds to the Scatter Spots array
    • Enable Scatter Spots on your volume
    • Add your Scatter Spot asset

Testing

  1. Open ToolsSweejTechAmbienceAmbience Inspector
  2. Move viewport camera to hear real-time blending between areas

Console Commands

  • SweejTech.Ambience.ShowAreaTypeDebug 1 - Display area type debugging on screen
  • SweejTech.Ambience.ShowReverbDebug 1 - Display reverb debugging on screen
  • SweejTech.Ambience.ShowActiveScatterSpotDefinitions 1 - Display active scatter spot definitions on screen