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playback speed of looping SFX based on speed of enemy animations?

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    playback speed of looping SFX based on speed of enemy animations?

    Hi there,


    I recently started sound design and technical implementation for a game in Unreal Engine's default audio engine. The enemies in this game have the speed of their walk and attack animations (more or less) randomly decided by the difficulty of the dungeon. That is, a spider in level 1 moves and attacks slowly whereas a spider in level 30 moves quicker. I have the walk and attack SFX set to trigger on a loop at the same time their animations begin. Naturally though, my SFX eventually falls out of sync with the animation depending on the animation's speed. How can I utilize that float variable for the animation's speed in my own audio blueprints to modify the playback speed of those SFX?

    I am more than happy to hop on Skype, discord, etc. and screenshare too if necessary.


    Thank you so much!
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