I want to make metasound be playing one firing sound at a given time as it preloads the next one so that playback is smooth and continous, how to make that happen?
Cache the ‘on nearly finished’ trigger output and feed it’s delayed value to the input of the ‘random get’, something like this -
Yes, you didn’t use the ‘delayed getter’, you used the regular getter, you can see that the ‘On Nearly Finished’ input in my screenshot has a little latent clock icon on top of it.
Oh, ye i found now how to make delayed getter, though this way makes it that sound is played forever.
It is used for shooting sound, which where i wanted to ensure that only 1 sound is played and if possible make it smooth transition between each shot. Do i miss something? I should not trigger play sound on every shot?
No you didn’t miss anything, the misunderstanding was on my part. I completely misread your question I’m sorry , I’ll give it a go later with the metasound editor but essentially you’re going to need to add another trigger input (‘on shoot’ or something) and just use that as the input to the ‘next’ trigger, possibly after a ‘trigger any’ node so that you don’t miss your initial ‘on play’, basically ‘on play’ gets triggered ONCE for a metasound, when you call play on the audio component, if you want to get multiple triggers you’ll need to create another input and use the ‘ExecuteTrigger’ node on the audio component -
Hmm, alright thanks, ill try this way then.
The other thing i wanted to make is from one post i found that guy mentioned:
“You can implement a buffer within the Metasound that ensures only one firing sound is playing at a given time as it preloads the next one so that playback is smooth and continuous. You couldn’t do that with Sound Cues, so you’d end up with a bunch of them playing at once or very obvious stopping and starting of the sound effects.”
Which ill try to make it happen after using your suggested way, at worst case ill probably need to make sound same length as one shot of the gun.