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Using audio sources with particle systems,Particle System Audio Emittion
I want to use audio sources with randomly occurring particles such as sub emitters and events. For example a flame sprouting out of a mesh from a flaming arrow or a dripping poison, I can't find an simple way to make everything act in sync, the audio just plays once on awake and then stays quiet from then on.
I know the easy way is using collisions but lets say for the poison drip I'd like a pop sound at the start of every drop.
Am I supposed to put the source as a component of the particle system or reference it in the script?,I want to create a water source (For example) and for the realistic effect I need to sync an audio source to a splash sub-system though I can't find a way to sync the probability of the audio source with the particle systems, I need one continuous audio source and one that only plays when the sub system happens either by collision or random event.
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