What is the best way to add sound effects?

Lots of options. The best way? Depends. You can use an audio component, or one of the many BP nodes: Play Sound 2D, Play sound at location, …
In your case, I would use BP nodes.

alright, so for example how do you think I will be able to make sound effect plays as many times as the character jumps?

I am new in unreal engine and working to make a 2d game. I already have the sound effects but for example, I want jump sound effect. But in my way on how I do it, it plays the sound whenever i press space (to jump) but I want to play the effect whenever the character jumps. I also want to make death sound effect and more. I dont know if you understand me, sorry for my bad english :P. Just tell me what’s the best way to add effects in the game. Thank you!

Then just use a branch with isFalling as the boolean. If true then no sound else play sound.

You have to connect the play node to the jump action node:

I did but I allow my character to jump only twice and when I press space (the jump button) it just keeps playing the effect even the player is not jumping any higher. Tha method I used by my self and its not working for what I want.

How long is the sound wave?

How about this, to prevent playing the sound everytime you press jump:

Also check if looping is unchecked in the sound file:

How about this?:

looping is already off, my problem its not that it plays itself. My problem is that even if its in the air and cant jump anymore if i press jump the sound effect will play. I tried the last method you send me but didn’t work. The sound effects its about 1 second long or mabe 2

the player is in the air*

Is sprite based or only gameplay? If done with 3d assets a notify in the animation.

If sprite, i dont think the notify event has been implemented yet but you can count the frames of the animation and when the framee you want to make the sound arrives you play the sound, but you’d need a custom implementation, it can be done with BP but it would need a clean logic to pull it off.

By using two microphones to record a stereo audio asset, we’ve already captured important spatial information from the soundfield into our audio stream: how far to the left or right of the microphones the bird currently is. If we added more microphones, we could capture more spatial information about the bird’s location and motion in space, including if the bird flies behind our microphone array instead of in front of it, and even how high the bird is above our array of microphones.

Downmixing is the process of taking an audio source and rendering it as a number of speaker outputs. If you’re familiar with the way that downmixing occurs in games, you might notice that it is analogous to the microphone array described in the previous diagram.

Typically, an audio source is played in each speaker, and the loudness is directly proportional to how close the source is to where that speaker would be in the game world relative to the other speakers.

A typical panning system is analogous to placing an omnidirectional microphone where a speaker might be in the game world. When we downmix our game to stereo, we are preserving information about how far to the left or right of the player an audio source is. Also Check this blog for more info

Downmixing audio to 5.1 or 7.1 gives additional information about whether the source is in front of or behind the player, based on how loud the source is in the surround-left and surround-right channels compared to the front-left and front-right channels.

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ownmixing is the process of taking an audio source and rendering it as a number of speaker outputs. If you’re familiar with the way that downmixing occurs in games, you might notice that it is analogous to the microphone array described in the previous diagram.

Typically, an audio source is played in each speaker, and the loudness is directly proportional to how close the source is to where that speaker would be in the game world relative to the other speakers.