So we recently implemented a global sound slider for our SFX and Music. We used the UMG Menu to implement this, and there have been a few changes to UE4 since we made the last tutorial. In this tutorial we are going to go over the implementation of the sound slider. Keep a look-out for our updated UMG menu tutorial also.
Created for UE4 v4.6.1, Rama's VictoryPlugin Required
Just to give you guys a heads-up, getting this to work took a while, and some steps may have accidentally not been recorded. If you are having trouble, leave a comment and we may be able to see where gap in information was.
The first thing you will want to do is create a SoundClass Blueprint. This BP will allow us to create child SoundClasses, such as an SFX class and a Music Class. For this example we will only use the two main child classes of Music and SFX, but you could create several sub-classes of each. You could, for example, create SFX subclasses for explosions, voice, ambient sound, etc... It would allow you to change each subclass independently, or change how aggressively your slider lowered certain sounds, such as dialog audio.
To create the SoundClass, go to your Audio folder (or whatever folder you keep your sounds in) and right click in the content browser. Select the Sounds>Sound Class BP type.
For this example, we named it BP_Master_Sound.
Now that you have a new SoundClass blueprint, open it up. Drag off two child classes from the master class, a sound effects (SFX) class and a Music class.
Now that we have our two general categories, we need to make sure that our audio files are placed in those categories. To do this, go to the folder you have your audio stored in and change the Sound Class to the appropriate class. For this example, we will only use the SFX class.
Once you have all of your SFX sounds all classy, we get to implement it in the UMG Menu. Make sure you take a look at our updated UMG Menu guide to properly implement this before you go past this point. When you're ready, move on to Part 2 of the guide.