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  • The timing can now be adjusted by clicking the Animation Event and moving it on the timeline or by adjusting the value in the Animation Events list.
  • The precise position of the sound can be achieved by attaching the sound to a particular bone in the object. Click in the Bone column in the Animation Events list - a pop-up window will open where it is possible to select a bone.


If you are having problems with audio playing from audio_trigger Animation Events, try setting the CVar ca_SkeletonEffectsPlayAudioInEngine to anything other than 0. This will enable audio_trigger Animation Events to be handled by the Engine.

  • Note that in CE 5.6, Animation Events are generally expected to be handled by the game logic, therefore the purpose of this CVar is to act as a temporary helper used for prototyping.
  • This feature comes with some limitations; most notably, once an audio trigger is spawned it stays in place instead of following the character/joint over the duration of the sound.
  • This CVar is deprecated and will be replaced by a robust audio handling component in the upcoming engine release.


You now have learned how to setup Audio in the Character Tool. Using this method sounds can be placed on humans, moving parts, prefabs, or weapon reloads.
In order to setup character and material based Footsteps and Foleys please refer to Audio & Foley/Footsteps.