Save/Load Audio with a Slider - Unreal Engine

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  • Опубликовано: 20 сен 2024

Комментарии • 43

  • @goldenorbstudios
    @goldenorbstudios 10 месяцев назад +1

    I was struggling on my own with this for so long thank you!

  • @LqMo
    @LqMo 10 месяцев назад

    great vid

  • @ErikRoberts1981
    @ErikRoberts1981 Год назад

    At 6:50 when you promoted the "On Value Changed" event to a variable, what was the purpose of that? The execution node and value can connect directly to the "Set Sound Mix Class Override" node. I just want to make sure I'm not missing something,

    • @AreWeGaming.
      @AreWeGaming.  Год назад

      I did that because i like to be able to see the value instead of it just being set in the node

    • @ErikRoberts1981
      @ErikRoberts1981 Год назад

      @@AreWeGaming. Thanks for the relpy. I think I'm still not seeing how it changes anything. The "value" connection just goes from "Value" to "Value" to "Volume". It just seems like an extra step. Other places It makes sense to promote those to variables, it's just this one instance that I'm not following.

    • @AreWeGaming.
      @AreWeGaming.  Год назад +1

      @@ErikRoberts1981 I just prefer the look you dont have to if you dont want to

    • @ErikRoberts1981
      @ErikRoberts1981 Год назад

      @@AreWeGaming. Ok, no worries. Thanks for the tutorial btw. It was very helpful.

    • @AreWeGaming.
      @AreWeGaming.  Год назад

      @@ErikRoberts1981 You're Welcome and thank you for watching good luck with your project

  • @obeeey
    @obeeey Год назад

    I dont get why you set the audio for only one specific file at 12:45 Wouldnt I want to have all my sound classes right there?

    • @AreWeGaming.
      @AreWeGaming.  Год назад +1

      It was a personal preference you dont have to do that

    • @AreWeGaming.
      @AreWeGaming.  Год назад

      @@idonou7824 You would need to Reference each level to one set point, In Most Cases you would use a Game Info Instance to keep it constant so no matter what map you are on it will constantly be updated

  • @AtlasEnvironments
    @AtlasEnvironments Год назад

    When I try changing the slider ingame, I get an error saying "Accessed none trying to read property as Save Audio" linking to the Set Sound Value node at 9:02. I don't get why because I casted to SaveAudio and should have a get and set for it.

    • @AreWeGaming.
      @AreWeGaming.  Год назад

      You need to get from the Save Audio, if you cast to SaveAudio its sending the "Reader" to SaveAudio to Read the Audio but it cant return (if that makes sense)

    • @AtlasEnvironments
      @AtlasEnvironments Год назад

      @@AreWeGaming. I tried doing what you said, and thoroughly went and did everything you did in the video. I still cannot find what is wrong with it. Is there a way to screenshot you what I have?

    • @AreWeGaming.
      @AreWeGaming.  Год назад

      ​@@AtlasEnvironments You can use Gyazo or just F9 while in UE then just upload here discord.gg/tpYKYBmrm

  • @tristanlapointe9087
    @tristanlapointe9087 Год назад

    The way you name your variables is very confusing. What's the difference between value and sound value? How did you create the As Save Audio?

    • @AreWeGaming.
      @AreWeGaming.  Год назад +1

      When you Cast to Save Audio promote to Variable also you can name them what ever you want, i said it dont matter but for this Value is the SaveAudio variable and the SoundValue is the promoted variable

  • @74nz1l
    @74nz1l 11 месяцев назад

    if i turn volume down to 0, it turns off music and doesn't come back. can u give me a fix?

  • @DanielMartinez-ew1ll
    @DanielMartinez-ew1ll Год назад

    This is for if you are only having music. What if you are doing the sounds for the entire game? What do i put as the target for the set volume multiplier in the level blueprint?

    • @AreWeGaming.
      @AreWeGaming.  Год назад

      If you're doing a multi-level game then you would have to use a Game Instance to control audio

    • @yokoshi1
      @yokoshi1 6 месяцев назад

      @@AreWeGaming. weird, I am using game instance and it's not working according to plan lmao~ XD

    • @AreWeGaming.
      @AreWeGaming.  6 месяцев назад

      Make sure to assign it In Project Settings@@yokoshi1

    • @yokoshi1
      @yokoshi1 6 месяцев назад

      @@AreWeGaming. of course!! I did that lol, just seems the widget don't want to save the information. But I feel like I am not understanding how to load the new acquired information every time I open the widget. Thus the slider bar not being in the same position as the saved information. Trying to figure out how to load it in manually so every time it opens, it already has the saved data (which is what i want )

    • @AreWeGaming.
      @AreWeGaming.  6 месяцев назад

      Then reference your save game to set those values on start @@yokoshi1

  • @TermDayZ
    @TermDayZ Год назад

    ok I have one question. On your pizza, is it pepperoni or pineapple? thanks :)

  • @stephankajurov
    @stephankajurov Год назад

    What if I have a second slider for music, can I copy paste it?

    • @AreWeGaming.
      @AreWeGaming.  Год назад

      Yes you can but you'll have to add another Variable in the Save Audio and then change the the "Save To" to that name of the other audio variable

    • @stephankajurov
      @stephankajurov Год назад

      @@AreWeGaming. in the save audio I added a new variable and in the new slider i changed to the new variable but i get an error. The error is the set sounds value music (my new variable in audio save) the target is the save audio and the value is from on value changed

    • @AreWeGaming.
      @AreWeGaming.  Год назад

      @@stephankajurov When you make the Audio File to add the master you need to change that also

    • @stephankajurov
      @stephankajurov Год назад

      @@AreWeGaming. do you mean the new sound mix and class? well i did that too... or I need a another slot name oder index?

    • @AreWeGaming.
      @AreWeGaming.  Год назад

      @@stephankajurov To make it work you have to do the same thing you did in the video