Multiple characters playing random audio, how do I stop overlapping?

I do have the option to not to play same audio cue set on, but sometimes I’m getting audio cues playing on top of each other.

My question is how can manage current playing audio cues from each character to check if one is currently playing before going ahead and playing

my setup is 4 characters playing random audio cues on an overlap event triggered by the pawn

“Play sound at location” is a fire-and-forget type of play sound function.

In your case, it would be a lot easier to assign 1 audio component to each character playing sounds, and have this audio component change the cue (using “Set sound”), play it, etc. Audio components have a function called IsPlaying() that’ll provide you with the information you’re looking for.

how can I connect isPlaying() to other actors?

You need to find a way to reference those other actors - depending on your architecture it might be done by keeping a list of the ones you’re using (for example storing them in a array and looping over it with ForEach), or using an actor iterator, or using delegate whenever the audio component is done playing…it’s really up to you, depending on how tightly coupled these actors are to the pawn.

so get all actors of class,

cast to actor

branch is playing audio?

false, play audio?

confused with choosing the right boolean?