Different Sounds From Multiple Instances of a Single Blueprint

Hey folks,

Wracked my poor brain over this one but can’t figure out a solution - though it seems like there should definitely be one!

I have a selection of Radios placed throughout my map. I’ve made a Blueprint from the mesh, attached a box collision and made it so a Dialogue Wave and subtitle plays on overlap. I have ten radios, ten different individual snippets of audio, breadcrumbed throughout the level. Do I need to make 10 different Radio blueprints? I feel like there’s a way to select each individual Dialogue Wave from within a single blueprint, but then I don’t know how I’d differentiate from one instance to the next! Could be wrong and might just have to make 10 different versions, but thought there might be a more efficient solution one of you clever people could come up with.

Apologies for potential stupid question :slight_smile:

Cheers for reading and thanks in advance for any help!

Hi.
From phone.
Make an array containg sound.
Get length of array
Get random number between 0 - array length
Random number obtain id the array index you want play
Get the sound from this array with this index number, play it in loop

If you need more, i give you an example screen when back to computer

Thanks for that! I did have some vague idea of using an array; but wouldn’t that result in it playing a track at random? Ideally I’d want a specific bit of audio to be played at each radio :slight_smile:

DefinedCharacter Bool => Defined Radio ?
Skeletal meshArray => Sound Array (Cue/Mix/Wave ?)
Defined Character Type => Defined Radio Sound
Set Skeletal Mesh => Play Sound
Character Type => Radio_Sound_Nulmber

Random or not, make your value public, you can change on each radio