Let's say we have an explosion sound and an explosion particle effect.
You've now added a sound to a particle effect: It will play every time this particle is triggered. This way we don't have to add secondary entities to play the sound in addition to explosions and other particle effects, which would have some obvious sound within it. There is, however, an exception to this as weapon particle effects do not usually have the sound assigned within the particle but rather in the weapon .xml
file, which we will see in the next example.
We have seen in previous examples that we have the ability to add parameters within FMOD on the sound event. When dealing with particles, one of the valuable sound parameters is the particlefx
parameter.
particlefx
in a sound event.This defines the maximum value sent to the particlefx
parameter of the sound event.
particlefx
parameter in the FMOD Sound event.As seen in the previous screenshot, the curve will gradually move the value of particlefx
from 0.0 to 1.0, over the life of the particle effect.
A typical use may be to have a Volume effect curve on the particlefx
parameter in the sound event, which reduces the volume of the sound as the value of the parameter moves from 0.0 to 1.0.
Optionally, select a value for the Var Random value in the particle editor. A random amount from 0.0 to the maximum random value will be subtracted from the parameter each time the particle effect is played. This causes the value of the parameter to be lowered by a random amount.
For example, if the value of Sound FXParam is 1.0
and Var Random is set to 0.2
, then, each time the effect is played, the maximum value of FXParam would be set anywhere between 1.0
and 0.8
.
There is a property within the particle editor called Sound Control Time. This pull-down window offers three different choices and is designed to work in conjunction with the particlefx
parameter within FMOD.
The three different choices and its uses are as follows:
particlefx
parameter according to the curve set in Var Emitter Strength.particlefx
parameter, while the emitter emits as long as the emitted particle is still alive.particlefx
parameter over the entire emitter's pulse time.3.137.183.210