Hi! I’m a total beginner learning to use UE4.
I came across this problem. When I add a door opening sound on my door blueprint, the sound gets distorted in test play. Doesn’t matter if the sound is UE4’s own or a sound I downloaded. In the preview the sound works but when added and tested it sounds awful.
Doesn’t seem to matter whether the sound is cue or not cue, and to be honest, i don’t even know the difference yet!
I do have multiple doors on my level and 3 differently opening blueprints for them. I’ve checked that the triggers aren’t on top of each other so they shouldn’t play the sound from multiple doors at once. Also, the Play sound at location node is targeted to the door itself, and not the opening trigger.
I have a door opening switch blueprint with a sound too and there the sound works perfectly.
is an ss of the blueprint. I know it’s probably totally wrong but I have no idea where else to add the Play sound node. If i add it separately with a new “On component begin overlap” it’ll play all the time tho the door is locked. So do i have to build a whole new set of nodes for the sound only?
OMG! Thanks so much, it works now! I put the same sound to closing too and it sounds perfect. Feeling kinda stupid I didn’t realize this myself.
Awesome, thanks again!
Looking at your code, maybe I see a loophole, what if you walk up to the door, and then away again before it has finished opening?
If that is a problem, tell me what kind of sound you’re using ( a long creak, or does it have a thump on the end etc ), and I’ll show you how to fix that…
EDIT: Just in case it wasn’t clear, the UPDATE pin of a timeline runs every frame, that’s why it sounded bad.
Hey! Yeah, the sound does loop weirdly, if the player just walks past a door trigger or sth. The sound is sort of door sliding with a thump at the end. It fits for closing too, but when walked past the door the thump sound is heard twice. If it’s not too much, i’d like to learn how to fix that, thanks so much!
Oh, ok. Still not sure what everything means but i learn best by trying and doing. So I tried the FINISHED pin and the door just sort of… Disappears in the frame. Update means it shows every frame of the door opening, finished means it jumps from first frame to last? Is that so?
I’ll show you how to manage ‘early player walkoffs’, but that will be a bit later today ( have an appointment ).
Finished pin is no good, the sound will play after every has happened
The point is, that that UPDATE pin of the timeline is called every frame ( 120 per second ), that’s why your sound was weird, there were thousands of them player…
Yikes, I tried to do that but i can’t make a Play Sound node with a target like in your example? Told you, I’m a total beginner so I have no idea where else to find nodes than pulling the menu from a previous node.
Ok, now i did all that as in your example. But the sound just plays immediately when i press play, so… i’m supposed to make attatch it to the event when the player walks in the door trigger - but how? Oh gosh, I’m sorry i’m so dumb!
Yeah, I’ve done that exactly like that. But still the sound spawns immediately when play mode starts, and doesn’t hear when walking to the door! Well, maybe I’ll figure it out as I go… There’s probably something i just don’t know yet…