# Playing a sound/particle effect at impact location & diff. surfaces

**URL:** <https://forums.unrealengine.com/t/playing-a-sound-particle-effect-at-impact-location-diff-surfaces/491639>\
**Category:** World Creation\
**Tags:** play-sound-at-locati, unreal-engine, Physics, Collision, question\
**Created:** [December 7, 2021, 5:34pm UTC](https://forums.unrealengine.com/t/playing-a-sound-particle-effect-at-impact-location-diff-surfaces/491639 "2021-12-07T17:34:50Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![Gravedrinker](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Gravedrinker](https://forums.unrealengine.com/u/Gravedrinker)\
**Post date:** [December 7, 2021, 5:34pm UTC](https://forums.unrealengine.com/t/playing-a-sound-particle-effect-at-impact-location-diff-surfaces/491639/1 "2021-12-07T17:34:50Z")

</div>

Hey I’m currently getting the hang of unreal and trying to figure out the basics.

What’s the correct way to play a sound and spawn particles when an object collides with different phys materials?  
(For example running into a wall or a box falling and hitting the floor)  
Do you use a trace or would you take the velocity/velocity length? I’ve tried out multiple approaches but it all feels somewhat off and I don’t want to learn it badly from the start.

Could someone give an example of what would be a solid way/“best practice”? I could find surprisingly little on this subject when I thought this must be a very common thing people need to do.

Any help would be greatly appreciated.
