🌊Automatic audio and waterfall (beta)

Automated audio

The second part of the tool is reserved for rivers only. It allows you to automatically add audio along the river. The audio is split into 3 areas decided by the slope of the river.

Calm water, running water, and waterfall.

The audio is also controlled by a database you can easily customize (more on that later).

Add Audio: Set to true to add audio

River Audio: No need to touch the data table but you can create your own set of sounds, basically it will hold the audio to use for the calm water, running water, and waterfall.

Distance Between Audio: Mean the distance between each audio point. Increasing the density will help increase the precision of when to use one sound versus another.

Steam Water Threshold: This one is a bit complicated to understand but it determines when to use a certain sound versus another. Those numbers (10/30) are the ones that felt good to me. They refer to the rotation used to determine the slope.

Following the 10/30 that means...

If the rotation is smaller than 10 -> Calm water

If the rotation is higher than 30 -> Waterfall

Everything in between -> Running water.

Audio Attenuation Multiplicator: It increases the area in which the river can be heard.

Audio database

The database is very simple, it only includes the audio you want to add automatically to your river system. Go into DT_RiverAudio, duplicate it, and add the sounds you want to use. Feel free to add multiple rows if you want.

I highly recommend duplicating it so that you don't lose your work between updates. This is why the second step is you add your duplicate to the CDT_AllRiverAudio. So on each update, your only step to do will be to add your duplicate back here.

Waterfall Fx

Inside BP_Waterfall you can switch the effect to use any of your effects.

Note that the current example uses Niagara but you can also remove it and switch to the old Fx system.

To reduce the density you can go inside the PCG_Road_Water and tweak the Density Filter Lower Bound.

The Transform Point can also be tweaked to adjust the position/rotation and scale of the waterfall effect. You can also randomize all those transforms.

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