Sound
Overview
This renderer treats the particles as point-sounds within the world
Note that the PopcornFX integration you’re using might not implement the particle sound renderer.
Sounds are emitted based on an input position, range and volume

Performance considerations
Depending on the PopcornFX integration you are using, there might be different performance requirements. However, a few general rules should apply everywhere:
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You can create lots of sound-emitting particles that have a small influence radius without worrying too much about this specific renderer’s performance.
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There is a limit to the number of simultaneously audible sound particles. So if they all have very large audible radii, you won’t be able to hear all of them.
The renderer will keep the ones that have the highest volume, taking into account attenuation and the individual volume of each particle. This means that if you have a sound renderer with a volume of 1.0, but that plays a very very low-volume audio stream, and have another sound renderer with a volume of 0.1, but that play an audio stream whose volume is saturated to the maximum, the renderer might incorrectly think, looking only at their volumes, that the first audio streams are "more important" than the second ones, and should be given priority. where in reality, their final perceived volume is much less.
So the people in your team responsible for authoring sounds for your particles should keep that in mind. Ideally you should use "normalized" volumes, where all your particle audio streams have more or less the same perceptual volume.
Geometry inputs
Property |
Type |
Description |
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Sound source position in world coordinates |
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Path to the sound to be played |
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Sound playback volume coefficient |
Render-features
Sound Attenuation
Exposes distance-based volume attenuation controls.
Property |
Type |
Description |
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Controls how fast the sound intensity falls off from the source
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Input pins |
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Radius of the sound sphere, in world units. |