Please forgive the newbie question , but we all have to start from something.
My question is :
I have a character that is flying (uses animations as well) , and i want to use a sound that indicates that you’re going faster, however , when i add the sound in the Notify , that sound is always looping while in the animation. To explain it better. I’m flying , i press Shift to boost , then a sound needs to go off once until i press shift to boost again , but instead , i press shift to boost , and i hear the sound multiple times.
In that case you’d want to probably run a boolean check in your setup to see whether the player has reached that speed, after which you can trigger the sound. You can also use a timer to check if you need a more accurate count of what your speed is. Try to avoid Event Ticks. =)
Any chance i can get that explanation in a blueprint? I must be doing something wrong and instead of the sound coming at the end of the animation , it just comes up everytime i press Shift. Doesn’t matter if the character is standing still , i press Shift , and the sound pops. So basically i need to check if the speed is set to 1000 , then play the sound , if the speed is not 1000 , don’t play the sound , but i can’t seem to make it work. I’m sorry for this but i’m trying to work my way around and learn stuff.
Create a boolean variable for what you need (call it speedboost?)
off the notify, create a branch. Drag the variable to the BP and plug this boolean in.
if the boolean is false -> call the sound -> set the boolean to true.
If you want to tie it in to speed you can do the same bool>branchF>sound>set bool T
procedure, you just do it with the Speed variable in the same “sequence”.
Probably where you increment the speed.
you can tie and AND in, and check what the speed actually matches with a > 999 as the other pin on And.