#so i have to create 3 inputs with 0 1

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outer meteor
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Making this into a thread ๐Ÿ˜…

Are you trying to set the state of your MetaSound graph whenever it plays?

If that is the case, it may be better to re-think how you have your graphs set up.

It's generally easier to maintain and tweak if you have the following structure

Parent MetaSound Graph

  • This contains your default logic, like OnPlay, WavePlayer, Audio Out

Preset (aka Child) graphs of all sound types that would use similar logic just use different waves.

In your case, I think it would be cleaner for you to do that. I'll try and get some photos here to help clear it up.

Generally though you want to avod mega sounds if you can

hollow belfry
outer meteor
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Fair! You have a few options

  1. Do it like I mentioned above and let the blueprints do the switching logic

  2. Create a new Input Trigger Node Called PlaySound

  • Then replace your OnPlay with that.
  • Then in BP, when you set your state, do so and then execute your trigger PlaySound
  1. Depending on the lifetime of your sound, you may beable to just use your Int Input. When you pull off of the Int node, you can call a node called TriggerOnValueChange This will call an event whenever the int changes, but it won't trigger OnPlay since the value did not change

I'm just loading up editor now to get some examples up for yuo

hollow belfry
outer meteor
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You do not. Least amount of inputs is I think 2

hollow belfry
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omg i think is better just to make more meta sounds file and to change it in blueprint when need because this selector is impossible to make it work

outer meteor
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There is no wrong answer ๐Ÿ˜… Just depends on your use case

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That's Option 2