by AndiS » Tue May 19, 2020 7:06 am
Welcome!
I am not a sound expert, but my first call would be to find a promising blueprint in blueprint editor. There should be some called ambient sound, I guess.
I would search UKTS for "create sound" or "convert sound" if you need information on the input format of the sound. When you click "export", the blueprint editor takes the blueprint you edited plus those sound file, all located under Source and creates files under Assets.
If you never worked with the Blueprint Editor, be sure to first model a box or something and bring that into the game so you are familiar with the process. There are tons of instructions for scenery objects and there is little on sounds.
I would not be surprised you need to take two steps. On the lower level, there are files containing the actual sound waves. On top of that, there are files (blueprints) describing how the game should use the first ones.
Be sure to switch on the visualisation of sound domes in the route editor. That is the loud speaker symbol on the list of check marks that define what you see. Most people switch them off because they clutter the view but you do need them.
To allow the placement of a sound specifically for one scenario as opposed to the route which means it would show in all scenarios, you need to set "valid in scenarios" to yes or true. In World Editor, be sure to first go to Scenario Editor mode and then place your sound. Then it will only exist in that scenario.