Hello!
So I’m trying to setup a system to create dynamic audio when a physics actor hits something.
The current approach I’m using is to play an audio sample on Event-Hit through there, I’m trying to pull the velocity from the object and use that to determine what volume and which sample to play.
The intended behavior is, when an object hits another object, it plays an initial impact sound with volume based on the velocity. If it bounces and hits again, it’ll play the impact sound at whatever volume the velocity dictates. Then when it’s settling, sliding, or rolling, It needs to play a different sample (which is controlled through fmod)
The issue I’m having is that velocity seems so random. The initial impact velocity is almost always great, but then sometimes when the test box hits a corner and then flips over on its side it will read the velocity as a full impact, other times it will do the same thing and give a really low velocity.
Is there a better way to get the data I need ?
Here is my current blueprint.
I can add as many parameters as I need to in FMOD to manipulate the sound, I just don’t know the best way to get the data during the hit event.