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Audio and Particles

Sounds and Particle resources provide feedback for game events. Keep the resource reusable and choose when or where it plays through components and Logic.

Add a Sound

Prerequisites are a stopped project, an audio file, and an enabled Logic attachment on an active Object in the start Scene.

  1. Create or open a Sound resource from the Add menu’s Audio category.
  2. In an empty Sound Editor, select Import Audio… and choose the file. For a loaded resource, Import replaces its source.
  3. Inspect Source and the waveform. In Playback, choose Sound Effect for Type, retain a nonzero Volume, and turn Loop off for a one-shot check.
  4. Use the editor’s playback transport to preview the imported sound, then save and reopen the project.
  5. In a discrete gameplay Event, add Control Sound from Audio > Sound and Music. Set Operation to play and Sound to the imported resource.
  6. Connect the workflow, run it, and trigger that Event once.

Expected result: the selected Sound plays when the Event occurs. Listen during playtest to check that the intended Event triggers the selected Sound.

Control Meaning Check
Type Routes the resource to Sound Effects or Music Inspect that bus’s volume and effects in Game Settings.
Volume Resource multiplier from 0 to 1; the editor displays a percentage, with default 100% Zero is silent even when playback starts.
Loop Resource playback default Keep it off when verifying a single short effect.
Pitch Variation None or an authored pitch range Use None for a repeatable initial check.
Control Sound Operation Play, loop, crossfade music, or stop Choose the operation before configuring its relevant fields.
Crossfade Seconds Overlap duration for crossfade music; default 1 second This field belongs to the crossfade operation.

Trigger a one-shot effect from a discrete Event such as activation or contact entering. For looping audio, define the stop condition and test that multiple Events do not start unintended overlapping copies.

Test audio in the published browser game as well as the editor. Browsers can require a player interaction before allowing sound playback.

For a sound that should fade with distance or pan as its source moves, use Play Sound At. Spatial audio and listeners explains source selection, world units, Follow It, and Set Audio Listener, with a moving-source check.

Add a Particle Effect

Create a Particle resource and configure its appearance and behavior in the Particle Editor. Attach a Particle Emitter component to an Object when that Object should carry the effect.

Emitter position, rotation, scale, and birth-area geometry can be local to the Object. Check the effect while the Object moves, and compare it with a stationary test to distinguish resource settings from emitter placement.

The Particle Editor separates Emitter, Motion, and Appearance properties. In continuous emission, Emit Every Ms is a millisecond interval and Per Emission is the number born at that interval. For example, 100 ms and one particle per emission correspond to approximately ten particles per second. Action timer fields measured in seconds use a different unit.

For a controlled one-shot check, add Burst Particles from Animation and Effects > Particles to one discrete Event. Set Applies To to SELF, choose the Particle resource, use Position Relative To: Object, and set Count to a small whole number such as 8. Leave Tint and Opacity blank to preserve the resource’s authored appearance.

Expected result: one burst appears at the acting Object’s origin when the Event runs. Tint multiplies the authored colors; Opacity multiplies alpha from 0 to 1. These values are captured when the burst starts and do not recolor already emitted particles after another burst’s settings change.

For ongoing emission, use Control Particle Emitter, set Operation to start, and select the resource. Provide a matching stop operation when the gameplay condition ends. A one-shot burst and a running emitter have different lifetimes; firing Start every Step is not a substitute for configuring one emitter’s lifecycle.

Keep Effects Under Control

Test repeated activations, many simultaneous Objects, and the end of the effect’s lifetime. Adjust particle counts and visible duration based on the actual game’s performance and readability.

A field that needs a Sound or Particle Thing must receive the correct kind. Use Parameters when different attachments should choose different feedback resources.

Troubleshooting

Symptom Correction and verification
Sound previews but gameplay is silent Confirm the Event runs, the Action selects the correct resource, and resource, bus, and master volumes are nonzero.
Browser audio starts only after interaction Test the first player interaction in the actual exported browser game; keep initialization separate from interaction-dependent audio.
A loop continues after the state ends Add Control Sound with Operation stop for the same resource and verify the stop Event.
A burst is invisible Confirm the resource, target origin, camera framing, Count, authored alpha, and Opacity multiplier.
Particles appear at the wrong location Inspect Position Relative To, coordinate/anchor selection, local offsets, and target instance.
An effect becomes too dense Check emission interval, Per emission, lifetime, repeated starts, and simultaneous hosts; test the worst representative count.
A different burst’s appearance changes Keep resource edits separate from per-burst Tint/Opacity and inspect the values captured by that occurrence.

See the Audio Action Reference, Particle Actions, and Particle Emitter Component.

Myth Engine Documentation