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Timing Multiple Sound Effects

Jesus Silva

3/8/24

The Problem

Hello everyone, this week was pretty fun in terms of objectives and tasks to complete. My goals for the week were to start implementing some sound effects and even some visual effects into the weapons of our game. One issue I found though is that some weapon abilities have a charge-up sound effect that needs to be implemented, however, the animations didn't have the startup to use the notify system I had enjoyed previously to play sounds at specific times. This led to my issue of figuring out how to play the charge-up SFX at the required time. 



The Solution

As it turned out, the solution was to make a function in the C++ code of the weapon I was going to use the startup sound byte in, then define the function in the blueprint. The reason for this is that when programming, I don't want to include the game statics header file as it could lead to longer compile times, and it isn't the greatest practice either, so implementing it in blueprint works well since it's a much faster and more elegant solution for my issue.

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