Hi there,
I want to play a sounds at each particle location and I’m not entirely sure where to start.
Is there a way to get the location of each particle?
Thanks!
Hi there,
I want to play a sounds at each particle location and I’m not entirely sure where to start.
Is there a way to get the location of each particle?
Thanks!
Hi, im not sure that this is possible. Im doing with actors with emitter attached. (And then after impact or something im playing sound)
How are you handling the spawning of the particles?
It’s a particle emitter.
I figured that much, but are you spawning it by blueprint, are you placing it in the level manually?
We’re placing it manually. Would Blueprinting it give me that option?
Your best bet would be to make a blueprint for the particle emitter and an audio source.
Ugh. That sounds like a lot of work
Could you not create a blueprint with your emitter and an audio component inside and place that into the map?
Its literally right clicking the content browser, making a blueprint actor, then adding a audio and particle emitter in the blueprint. You can then use that blueprint everywhere in your level with just drag and drop. You can set up a variable that allows you to change the audio and particle for any instance of the blueprint. It honestly takes no longer than 30 seconds to set up and then youre good to go forever.
Doesn’t that just make the sound come from the emitter? I need the sounds coming from the actual particles. I have a bunch of flies in a particle system and want the sound to come from the flies not the emitter.
Oh I see what you mean, Im unsure of whether or not particles can contain any sound (as that would generate a ton of audio sources).
Hmm… I guess that makes sense. Maybe there’s a way of getting particle locations and then play a sound?
If youre talking about a specific emitter in a particle, I dont think thats possible. Youre most likely just going to have to make a generic sound for your flies thats in stereo.
If you really want to do it that way, then place somewhere logic, for example level blueprint, “get all actors of class” or something like get all particles (im not sure if its here) and play sounds at that location… but really if you are placing particles manually then just place them to actors and handle sounds in actors… i really have no idea why you need that setup… creating actor with emitter attached and sound loop is 20 seconds of work.
That plays the sounds at the emitter not at the actual particles… unless I’m doing something wrong…
Yes true. Unless you have GIANT particle emitter which spawning particles in big area, i think you dont need exact sound location… Particles are not designed for something like this… You can do it, everything is possible, but you need c++ coding for this…
I actually DO need the exact sound location and I think particles IS a good way of doing this.
Check the Zen Garden example and look at the DragonFly particle system. That’s almost exactly what I’m trying to do. It looks like even Epic was trying to add sound to it (see event generator in the emitter) but it looks like they also got stuck…
Bumping this up hoping I would get some fresh eyes on this. See my post above to get an idea on what I’m trying to do.