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:
Anim Notify-Based
Reloads
Grenade
Movement
Gameplay-Triggered
Firing
Aiming
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: