I have a Niagara particle system simulating ejected shell casings that bounce a few times before settling on the ground. I’m using the Play Audio module (following the official Play_Sound_on_Collision example from Content Examples) to play an impact sound on collision.
The sound correctly plays on the first bounce. The problem is subsequent bounces don’t trigger a new sound, and if I uncheck “Play Once,” the sound fires continuously/infinitely instead - which suggests the trigger condition is evaluating “is this particle currently in contact” (true every frame while resting) rather than “did a new discrete collision just occur this frame.”
I want to trigger sound per each genuine bounce (however many times the particle actually bounces), with silence during the resting phase afterward — not continuous firing, and not limited to just the first impact.
Is there a way to detect multiple collisions using the Play Audio module’s trigger conditions? Or is there another way to do this?