Handle Animation Event Audio

Hello everyone,

is there a better way to react to animations, then creating an “event” inside of it, react to the event(it needs to be timed)?

If i have around 20 animations, i would assume i should create an animationAudio script or something similar where i react to 20 created events (1 in ea. of the animations) as digging, running, walking, eating, drinking etc…

i hope you understand my question

I think the big use for events to do audio in animation would be for syncing something like a hand-clap: at the point where the hands come together, fire the audio from an animation event.

For something like digging it might not be worth trying to sync it and instead just loop a dig-dig-dig sound while the dig animation is playing, then stop it.

Other stuff like a sword swing might make a “whoosh” as you start the swing (perhaps off an event), then a clank depending on exactly where (and if) you hit in the arc, so those two things would be triggered in different ways.

I will suggest that from your 20 animations, pick a few different ones and get one of each type working, perhaps three or four, then stop and use them for a while, see if everything works the way you want and that you can scale it up.

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Animation events can pass arbitrary data, so you can absolutely have a single component handle all your audio playback by passing in an appropriate argument.

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Hey Kurt!

Thanks for your answer,

so combat animations do trigger in different ways the sounds, depend on different faktors, thats true.
In our case, the digging sound actualy have to be equal to its animation state, also we got “sawing”, consuming etc… and since we are doing a bit high poly RPG:

https://imgur.com/gallery/WOTFrhQ

we want to trigger those sounds in the right moment, as you suggested, i try to pick a few different ones and will see if that work out, thanks :slight_smile:

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