How are you handling dynamic audio for gameplay events?

Hi everyone,

I’m working on a small gameplay prototype and trying to set up dynamic audio that reacts to player actions like eliminations, pickups, and score events. Right now I’m triggering simple sound cues directly from the event logic, but it’s starting to feel a bit messy as the project grows.

I’m wondering how others usually structure this. Do you keep everything inside Blueprints, or do you route events through a central audio manager or subsystem? I’d like something that’s easy to scale without having to edit dozens of event nodes every time I change a sound.

Any tips or examples of common setups would be really appreciated.

1 Like

@SilverBogan I don’t think there’s a ‘fixed’ method.

I can say, that I’ve setup a blueprint parent that all interactive objects inherit from.

It has 5 timelines that you can use in the child, and those parent timelines play randomized ( if need be ) sounds using an actor component.

Looking back on it, I could have done the actor component work inside the parent, it’s not too complex. Anyway, the point is, that inheritance and actor components are a great route to take.

The parent also handles highlighting parts of the object that you can click, when you mouse over them.

Let me know if you need more info :smiley: