Sound Design: What do you want to know?

No worries, and sorry! The standard audio engine nodes aren’t loading in the tail of the audio at the right point in time every time, creating the occasional gap. I’m sure there’s a way to do this in UE4… If you’d prefer to stick just with UE4 and not use middleware it might be worthwhile thinking about using the whole sound, spawning a sound cue for each bullet.

If I remember rightly from what I’ve read, this was the approach in Counter-Strike originally and to this day - they fade out or cull the previous sound and play the new one for each bullet.

Have a read about - it can be useful to see how other sound designers working on other engines handled their problems :slight_smile:

In the meantime I’ll come back if I find a UE4-only solution for this - and you do the same please :'D