I did not work with sound all that much yet but I’d say your best guess would be to look around sound queues a bit. They seem to be able to add effects and I’d be surprised if you couldn’t access that. Not sure if it works with speed but you should give that a shot
You should be able to multiply the speed by the amount you slowed everything down which should give everything the feeling like nothing changed there. If you’re using the standard template for an FPS game you will have in your character blueprint an area with the comment “Mouse input”. You simply have to add a branch and if it’s slowmo multiply the axis value.
Yeah , using timedilation in pitch multiplier can only work if you have few sounds …
is there any proper way to implement this for large number of sounds ?