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  • Triggering an event with different audio

In the spine editor I can have a single event that is triggered multiple times in a timeline. In the timeline (in Animate mode), I can click on a keyframe with the event in question and I can change various properties (Integer, Float, String, Volume, Balance), but the "Audio path" is greyed out. Is there any way I can change this in a similar manner to the others? In this case I have a "hit" event which is triggered multiple times, and I would like to play a different audio sample for each one

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    In the Spine editor, the "Audio path" for an event is not designed to be changed per keyframe in the timeline. The audio path is set for the event as a whole, and it remains constant across all keyframes where the event is triggered. This is different from properties like Integer, Float, String, Volume, and Balance, which can be adjusted for each keyframe. If you want to play different audio samples for each instance of the event, you would need to create separate events for each audio sample you want to use. Each event can have its own audio path, and you can then trigger these different events at the desired keyframes in your animation.

    tommitytom

    Unfortunately, Spine doesn’t allow changing the "Audio path" per keyframe directly. However, you can work around this by using a single event and handling the audio variation in your game engine or script. Assign a parameter (like Integer or String) to differentiate each trigger and use that to play different audio clips dynamically.