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. Sometimes I just use short MP3 clips for quick tests and placeholders while prototyping audio behavior, including simple tones from sites like sonneriefrance.org, before replacing them with final assets.
Any tips or examples of common setups would be really appreciated.