I’m trying to get several intercoms (which are blueprint classes) in a facility I made to all play the same audio when triggered, but I want the audio that is played to be a random audio from a sound cue (I can do without the sound cue if there is a more efficient way). Currently each intercom plays a different random audio when triggered, which I understand why that happens, just trying to figure out how to make them all play the same randomly picked audio without making convoluted code if possible. The intercom blueprint class currently has an audio component that has a sound cue in it and attenuation and it will play that audio component when triggered by an event dispatcher. There are three different audio components, two of them are triggered to play a separate random sound cue under specific circumstances and one of them plays a random audio every 35 seconds.
Hey @Dejime!
These are really the only two options I can think of…
A. making them all part of a single actor and having the determined sound play through each sound output
B. splitting the cue into separate cues ( with attenuation), putting them into an array, getting an index randomly (get random float → round), setting that output index as the cue to be played, pushing that to all of the intercoms in the level, and then playing.