Perfecting audio for collision impacts

Hi all,

I’m looking for tips to improve my system for triggering audio on object collisions. Please take a look at this video: File upload and sharing. Large file transfers. Free online cloud storage. and images of my Blueprint. I’m looking to improve the audio triggering when the object is turning over. As you can see in the video, the audio is not in sync with the visuals whenever the object is turning over (for example at the very beginning of the video). For some reason, the hit events fire with quite great velocity whenever this happens, allowing it to bypass my checks. I’d love to get some tips to improve the system.

Thank you.

EDIT: The “Reset” function from the Blueprint sets the “Can Collide” variable back to True.

It might be useful to use Low cut and High Cut Filters to emulate such sounds. It will have more “hearable” results and impact on volume. Maybe try to make volume in SoundWave component not 1 but 0.3 it may have impact on dynamics. It’s good to take a look what is in Cue that is spawning.

Thanks for the reply! I’ll play around with low/high cut filters and see what works, good one. The SoundCue at the moment is just 7 variations with a random node, nothing else. I do still feel that the system that I have causes too many sounds to be played so I hope I can get some tips on how to improve that as well.

I think that if you want less sounds filters will help you. And another thing if you have could read collisions from edge and body of cube, you can apply fast attack and louder start gain for edge. And for body slow attack and bigger release. It should give hollow sound to body and less to edge, and you can use less samples perhaps.