Hi FMOD Team,
I’m currently investigating the new Niagara implementation for UE5 ( https://www.fmod.com/docs/2.02/unreal/niagara.html )
Besides the fact that the documentation is pretty strange (you never talk about user parameters, but show them through screenshots for instance) which made the initial use a bit weird… I finally succeeded to play sounds based on particle spawns and position.
But I’m immediately having a limitation: besides having some one shots or a loop based on the root of the system… it’s pretty pointless to use the particle position at the moment. For a simple reason: unless I’m missing something, there is no way to start a looping sound at the spawn of a particle with a persistent FMOD event and stop it on particle death.
Is there something planned for that or am I missing the big picture here and not thinking properly how I should handle the sound through Niagara system?
As an example, use cases:
- A system shooting darts, darts having a flyby when moving close to the listener and a one shot on death/collision
- A system firing balls in a straight line with a flyby
- Well, pretty much anything with a flyby