How to add sounds to physic objects?

What is the proper (performance cheap) way to add sounds to physic objects? With that I mean collision/impact sounds.

Destruction objects let you simply define sounds in the asset but there is not anything like that for physics objects. In UE3 you could assign sounds in the physical materials but that is missing in UE4.

Is there really no solution at all for this? I guess I could always do it manually with activating simulation generates hit events but that seems to be a overkill when considering performance. I have lot of physics objects moving around at once.

i would also like an answer to this…

I’ve managed it this way:

  1. make custom actor blueprint
  2. put here just your mesh
  3. set physics on
  4. make tracing by capsule > branch it (if you have hit result or not)
  5. get velocity of the hit > branch it > if it exceed some value, play your sound
  • you can theoretically add multiple sound cues based on different pitch and branch it by the value
  • you can also get the phys. mat from hit result and then branch it depending on which material it is

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No, sry, but that is miles away from a good solution. First of all a trace is not a collision, it will also not represent your collision shape and it is expensive.
Instead you can set “generate hit events” on on every physics objects and then make some manual setup with that event. This is also expensive though but much less then capsule tracing every tick.
If nothing else this proves my point that there need to be some system in place for sounds like it was in UE3.

Did you ever figure this out?

Did you guys solve this?

This is what I came up with to make a simple impact sound for to actors colliding. I will upload Tut on Youtube soon explaining this further. You can find it here @ Youtbe /JiEnRgErMaYm.

Hope this helps.

Thanks for the update, that look like an easy way to setup.

Thanks for the update, that look like an easy way to setup.

Anyone looking for an answer in 2021, this video will show what you need:

Seriously genius to use the velocity of the object to determine when to play the sound! I was trying to figure out how to do that. Frustrating that Event Hit fires constantly if the object is touching something. I thought it would only register when it impacts something. Anyway, using Velocity to control when it plays the sound is perfect!

Here’s an updated link to that video that Manim8 posted:

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