# This is our main module. Think of it as the brain of our tunnel.
# It connects the gameplay events (player entering) to the audio changes.
using { /Fortnite.com/Devices }
using { /Verse.org/Sim }
# We define our devices here. These are the "actors" in our scene graph.
# We need a way to detect players, a way to play music, and a way to filter it.
# Note: In a real setup, you'd link these via the editor, but here we define
# the structure. For this tutorial, we assume you've placed:
# 1. A Music Player (linked to a Filter)
# 2. A Trigger Volume
# 3. The Filter device itself
# This function runs when a player enters the trigger.
# It's like the "On Player Enter" event in the device menu, but we control the knob.
On_Player_Enter := func(Player : Player) : void =>
{
# Find the Patchwork Filter device in the world.
# In a real island, you'd have a reference to this device placed in the editor.
# For this example, let's assume we have a global reference called 'MyFilter'.
# We want to set the Cutoff frequency low.
# Low-Pass means we cut highs. A low cutoff (e.g., 500 Hz) makes it very muffled.
# A high cutoff (e.g., 20,000 Hz) lets everything through.
MyFilter.Set_Cutoff(500.0)
# Optional: Add a little drama by changing the filter type if you want
# MyFilter.Set_Filter_Type(Low_Pass)
Verse Library
verse
01 Fragment
Adjusts audio filter cutoff frequencies dynamically as players enter and exit trigger zones.
verse-library/using-patchwork-filter-devices-in-fortnite-creative/01-fragment.verse
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