πŸ”‰Sounds

In this page we will cover how the sounds work in the project.

Resources

You can find all sound effects in the Plugins β†’ FPS Animation Pack Content β†’ SFX. There are 2 types of sounds, based on how they are triggered in runtime:

  1. Anim Notify-Based

    1. Reloads

    2. Grenade

    3. Movement

  2. Gameplay-Triggered

    1. Firing

    2. Aiming

    3. Fire mode switch

Let's see how exactly sounds are implemented using real examples:

AnimNotify_PlaySound

This notify is used to play all animation-based sound effects:

Play Sound notify.

This notify is usually placed at the beginning of the sequence:

M1911 reload sound example.

Gameplay Sounds

The firing sounds are played in the BP_WeaponBase:

Firing sounds.

Unlike other effects, firing ones are Sound Cues, which implement randomized pitch, volume as well as the order of sounds:

SC_AKX200_Fire example.

The fire mode switch is played in the respective method of the weapon blueprint:

Fire mode switch with randomized effects.

Finally, the aiming sounds are played in the Player Blueprint:

Aiming sounds.

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