I have two events: Shoot Object, and Hit Object.
Both are one shots. I was curious if my Hit Object event can stop my Shoot Object event while it’s playing after it’s called? We have projectiles of varying distances, so I would like to stop the Shoot event sooner when projectile distance is shorter.
There are several ways of achieving this.
I would say the most logical way is to have both sounds in a unique event, with a sustain point on the “shoot” sound (until you want to trigger the “hit” and cut the previous one).
If you need to have them as separate events, they can communicate using either a global parameter or a snapshot. But if you have to manage different instances of those sounds simultaneously, that would be a problem, using that last method.