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Good afternoon, I would like to create ambient sounds first and then programmed ones, so those three things are essential, right? Just three things: .wav file and two blueprints Ambient Audio Control and Sound Blueprint.

 

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image.thumb.png.63e5177712eb78fd76a7ca8421b6cfa6.png

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https://simtogether.com/forums/topic/2786-create-ambient-sounds/
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7 uren geleden, Ter160 zei:

With the igs file Speaker added:

 

image.thumb.png.c4e45223391ce7707086b0ba90566d1f.png

 

Result:

 

20250208121031_1.jpg.9ff82fb5254e5faa376a033ef3821557.jpg

 

Now place it in the route editor. Save. When you play the game, the object is gone, isn't it? You can only see it in the Route Editor, right? And THAT's why you don't enter a scenery object into the sound blueprint!!!

 

If when using my way, the object didn't appear, you are still trying to place the sound blueprint directly instead of the scenery blueprint.

 

Also, your question about Instance Groups? The answer is in your own screenshot, if you just READ. There's a category called "Instance Groups", maybe you should click that open...

 

But who am I kidding? I'm pretty sure you're not going to read this.

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I just compiled the example from Dwarsligger and this is the result.

No problem and speaker visible and i have sound

problem solved what me concernd

 

image.pngimage.png

 

EDIT;

No problem with this  example!

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