You can use the Audio Mixer device to adjust the volume for groups of sounds. This gives you dynamic and automatic control of a game’s volume mix, much like a professional mixing console would.
With the Audio Mixer, you can adjust the volume level of sounds that are already in Fortnite (such as weapons, character footsteps, and vehicles). If you work on your island as a project in Unreal Editor for Fortnite (UEFN), you can create custom sound waves and sound cues that can be controlled with the Audio Mixer as well. See Audio Mixer Device page in the UEFN documentation for more information about using the device in UEFN.
Control Bus
In UEFN, the control bus is a way to control certain parameters for one or more sounds. There are several control buses set up to control the volume of the sounds that occur in Fortnite by default. If you don't have a control bus mix set up, or you aren't using UEFN to work on your island, you can choose a default control bus using the Bus option in the Audio Mixer device options. The following table lists the default control buses available.
If you want to control the volume of multiple buses in Creative, you'll need to place an Audio Mixer device for each bus you want to control.
Control Bus Name | Description |
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Music | Used to set the volume of music (this includes emote music). |
SFX | Used to set the volume of all sound effects. |
Ambience | Used to set the volume of ambient sounds. |
Explosions | Used to set the volume of explosion sounds. |
Footsteps | Used to set the volume of character footsteps. |
Gadgets | Used to set the volume of sounds associated with Creative gadgets and devices. |
Impacts | Used to set the volume of impact sounds. |
Vehicles | Used to set the volume of vehicle sounds (except for engine sounds). |
Vehicle Engines | Used to set the volume of vehicle engines. |
Weapons | Used to set the volume of weapons. |
If you have a control bus mix set on the Audio Mixer device in UEFN, the Bus setting on the device in Creative becomes deactivated. While editing the island in Creative, you will still see the Bus option and you can select a bus, but this will not actually have an effect.
Registering Players
You can register and unregister players to the Audio Mixer device, which allows you to choose who should hear the mix that the Audio Mixer controls. Registering or unregistering players is done using direct event binding. See the Direct Event Binding section for more information.
Finding and Placing the Device
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From Create mode, press the Tab key to open the CREATIVE inventory screen.
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Click the DEVICES tab. You can scroll to select the device, use the Search box to look up the device by name, or the Categories in the panel on the left.
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Click PLACE NOW to place immediately, or put the device in the QUICK BAR to place later.
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Press Esc to return to your island in Create mode. Use your phone to position the device, then click to place it. Press Esc to detach the device from your phone.
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Point at the device with your phone. If the CUSTOMIZE popup doesn't open immediately, move closer until it does, then press E to open the Customize panel.
Device Options
In the device's Customize panel, you can find a limited group of options in the Basic Options tab. If you want to see all available options, click the All Options tab. This section lists and describes all available device options.
Default values are bold.
Option | Value | Description |
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Bus | Select one of the following default control buses:
|
Each control bus controls a different group of sounds in Fortnite. See the Control Bus section above for more information. |
Fader Value | 1.0, Pick a value | This sets the volume of the default control bus selected in the Bus option. There are ten values, from 0 (completely silent) to the default of 1.0 (full volume). |
Can Be Heard By | None, Registered Players, Non-Registered Players, Everyone | This determines what group of people will be affected by the settings of this Audio Mixer. You can use functions to register or unregister players. |
Activate in Edit Mode | On, Off | When set to On, the device will automatically activate when you are editing your island. |
Activate at Game Start | On, Off | When set to On, the device will automatically activate when the game starts. |
Direct Event Binding
Direct event binding allows devices to communicate directly, which makes your workflow more intuitive, and gives you more freedom to focus on your design ideas.
Below are the functions and events for this device.
Functions
Direct event binding uses functions as receivers. A function listens for one device's event to tell another device to perform a function.
Option | Select Device | Select Event | Description |
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Activate Mix When Receiving From | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | When an event occurs, this function activates the mix controlled by this device. |
Deactivate Mix When Receiving From | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | When an event occurs, this function deactivates the mix controlled by this device. |
Register Player When Receiving From | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | When an event occurs, this function registers the triggering player to this device. |
Unregister Player When Receiving From | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | When an event occurs, this function unregisters the triggering player from this device. |
Unregister All Players When Receiving From | Click the arrow to display a list of available devices. | Click the arrow to display a list of available events. | When an event occurs, this function unregisters all players from this device. |
Events
This device has no events.