🔉Sounds

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

Resources

You can find all sound effects in the Plugins → FPS Animation Pack Content → 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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