Footstep sounds retriggering (sound cuting midway through)


(Zsombor Bencsik) #1

So I have an event where I play different footstep sound (not looping) based on parameters. My only problem that longer sounds for instance treading in water sound really choppy because of the sound retriggering and not playing all the way through. Does anyone have a solution for this?

Unreal Engine 4.18
Blueprint


(Cameron Baron) #2

It sounds like you want to use asynchronous instruments, this will allow the entire sound to play out rather than cutting out.

https://fmod.com/resources/documentation-studio?page=working-with-instruments.html#synchronous-and-asynchronous-instruments

Either that or create a new instance for each footstep sound you want to play.