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CVR Particle Sound

Plays an Audio Clip at the particle’s position each time a particle is spawned or dies. One random clip from the configured list is picked per event.

Particle System the component reacts to. If missing, the component deletes itself at Start. The particle system must also not use Custom simulation space without a custom simulation space transform.

Array of Audio Clips sampled for the spawn event. Leave empty to disable spawn sounds.

Array of Audio Clips sampled for the death event. Leave empty to disable death sounds.

Volume of the spawn sound (linear, 0–1).

Volume of the death sound (linear, 0–1).

When enabled, the one-shot audio manager simulates speed-of-sound delay based on distance from the listener.

Optional reference AudioSource whose settings (rolloff, spatial blend, 3D settings, etc.) are copied onto the runtime audio source used for spawn sounds.

Same as Spawn Audio Source Reference but for death sounds.

Inclusive random pitch range applied to each spawn sound. Default 1/1.

Inclusive random pitch range applied to each death sound. Default 1/1.

The routed audio source type is inferred at Start: Avatar if a CVR Avatar parent is found, Spawnable if a CVR Spawnable parent is found, otherwise World.

When the particle system simulates in Local or Custom space, sound playback is parented to that transform so the audio follows the particles. World space plays at the world position.

  • CVR-GameFiles/ABI.CCK.Components/CVRParticleSound.cs