There’s an AI in my VR game that has random behavior. To play its anim sounds I’m using FMODPlayEvent notifies on its anim graphs in the anim blueprint.
Sometimes when the AI changes its state and goes from one animation to another, the sounds from the new animation will play on top of the previous one. For instance, if the AI is at the beginning of its chopping wood anim and then switches to a DrinkTea animation in the middle of it, I’ll still hear the wood chopping sound continue as he drinks because the Wood FMODPlayEvent was triggered at the beginning of its timeline and plays for the duration of the animation.
Is there a best practice to program stopping sounds when the AI transitions between various states using blueprints?