This section describes how to add Sounds to particle effects.
Adding Sounds to Particles
Create your Sound and its play-event in Wwise. If needed also create a stop-event, for instance if the Sound should fade out when the particle effect stops.
Create an RTPC called particlefx with a range from 0 to 1 (1 is the default).
In CRYENGINE use the ACE (Audio Controls Editor) to connect the Wwise play-event to an ATL Trigger and the Wwise RTPC to an ATL RTPC. To learn more about the ACE read here.
In the Sandbox Editor open the DataBaseView and select the Particles tab. In the particles Audio properties assign the ATL Triggers created in the steps above to the Start Trigger and Stop Trigger properties.
Particle Sound Properties
The ATL-Trigger that gets executed upon entity activation.
The ATL-Trigger that gets executed upon entity deactivation. Also refer to the general Start/Stop Trigger behavior here.
This defines the maximum value sent to the particlefx RTPC.
A random value from 0.0 to the maximum random value that 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 (as recommended) and Random Var is set to 0.2, then each time the effect is played the maximum value of FXParam would be set anywhere between 1.0 to 0.8.
The X-axis represents time, whereas the Y-axis represents the value sent to the particlefx RTPC. A double-click adds a point in the curve, while the Delete key removes the selected point.
Sound Control Time
Controls over what time the particlefx parameter is updated by the emitter. The options are:
- EmitterLifeTime: The time defined in Timing – Emitter Life Time
- EmitterExtendedLifeTime: The sum of Timing – Emitter Life Time and Timing – Particle Life Time
- EmitterPulsePeriod: The time defined in Timing – Pulse Period