Triggering randomly pitch-shifted sounds via AnimNotify

Hello everyone, sorry if this is a dumb question in advance.

I have an Actor blueprint which contains a Skeletal Mesh. In the BP, I am running the spawning animation on the SM. There is a sequence of different sounds that I want to play during the anim, which is easily done with the Play Sound notify, but I want the pitch of each sound to be randomly shifted.

Now, I COULD create a MetaSound Source for each of the wave files with the same copy-pasted pitch randomizing script inside and use that as Sound instead of the raw wave file, but this feels beyond inelegant.

Is there a way to somehow parametrize a custom notify BP to use the built in Sound property that to facilitate the pitch shifting?

If not, any other advice for achieving what I described at the beginning is much appreciated.

Much love.

Figured it out - it was indeed a dumb question because I did not notice that Play Sound node expands into other properties such as Pitch Shift… With that, everything can be neatly packed into a custom Notify and used from within the animation object.

At least I hope that someone will stumble on this thread and won’t have to waste as much time as I did :smiley:

1 Like

It is NOT a dumb question.

Unreal is MASSIVE.

Expecting yourself to catch all of its little nuances the first time is more unreasonable than actually missing them.

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.