In general, in a project from the developers of Unreal Engine specifically (Game Animation Sample). I need to understand how to make different sounds for different materials (for example, grass, dirt and concrete) But in this particular project I can’t do it the usual way, because something definitely doesn’t work or the sounds come only from animations. Who knows what logic or what needs to be done to change the sound?
To play different sounds based on different materials in Unreal Engine, you typically use the Physical Materials system. However, if the sounds are coming from animations and the usual method isn’t working, you might need to adapt your approach to fit the specific setup of the project.
- Physical Material Setup: Ensure different physical materials are correctly assigned to surfaces.
- Animation Notifies: Check if animation notifies are correctly placed in the animation sequences.
- Custom AnimNotify Implementation: Ensure custom AnimNotify is correctly detecting the surface type.
- Trace Accuracy: Verify that the trace logic accurately detects the physical material under the character’s feet.
- Sound Cue Assignment: Make sure the correct sound cues are assigned to the respective physical materials.
I’m curious about this as well, the Foley-related events and the metasound nested structure are too complex to know where to add trace logic appropriately.
It’s also worth noting that the existing audio quality of GASP is so high that it’s hard to coexist with the usual downloaded audio clips!
Hello, I was trying to change the sound based on physical material and I found that inside the “/All/Game/Blueprints/AnimNotifies” there’s a file called “BP_AnimNotify_FoleyEvent” who has a function called “Received_Notify” this function receive the Left and Right Notify, so you could create a line trace by channel using the mesh component-get world location and play sound at location of the current notify.
Sorry if my explanation is not clear.
I created a custon function called “PlaySoundBasedOnPM” and used a similar logic used in this video to play different sounds.
Maybe it’s a better idea to implement the sound foley audio bank but I can’t find any information or documentation for that.
Foley audio bank is just a data structure defined by BP. If you want to achieve complex surface effects, I think it is more appropriate to use chooser. After all, you have two dimensional inputs of surfacetype/NotifyEvent.
Although I have already implemented it, the problem still comes back to the audio engineering. The audio I found is not so high quality, and the Event variety is not so complete.
For example, Foley_fs_1p_sneaker_concrete_scuff_10, it’s hard for me to find sneaker on grass with matching quality, and I don’t know where to find scuff on grass.
A possible solution is to use audio software to mix?