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A complete list of "Features". ((Mostly so that I won't forget them either.))


Hard and Light impact sounds.
Volume based on range from minimum impulse to maximum impulse.

Roll and Friction sounds

Different sounds for when rolling and or sliding.
Volume based on range from minimum impulse to maximum impulse. Pitch based on minimum and maximum pitch values, interpolated between minimum and maximum speeds.

Relative Correction

All math is relative to the surface
If placed stationary on a moving platform, rolling and or friction sounds won't play.

Roll vs Slide Correction

Friction though rolling
A car wheel spinning in place will play a different sound than if it was spinning And moving in the direction of its spin.

Skeletal Mesh

Limited Skeletal Mesh
Can pick which bone to measure velocity and angular speed from, But can't isolate bones. It is impossible to know which bone collided with a surface. Every bone triggers the same event, so one can't differentiate car wheels from a car body if they are all part of the same skeletal mesh. Use the multi-component approach for now.


Multiple physically active static mesh components
Several MNSI components can be added to the same blueprint class to handle numerous static mesh components in it. Current workaround for vehicles.

Naming Conventions

Physical Material Naming Conventions
Physical materials can have virtual children for the plugin separated with a underscore. "RoughStone" and "RoughStone_highfriction","RoughStone_slippery","RoughStone_dense" will all play the same sounds defined for RoughStone.

Fallback names

Fallback naming convention.
For the sound library -DEFINT is the default sound to play if no custom sound is found. Pairs are also cross checked. Stone_Wood is the same as Wood_Stone if the first isn't defined to override it. See; MNSI:Sound Libraries

Node like sound library setup

Fake Node structure
Multiple sound library structs can be paired for personal organization.

Player Distance Optimization

All math is disabled if the player is beyond a distance.

Impact Frequency Optimization

Can control how often the impact math is performed.

Roll Slide Frequency updates

Can control how often roll and friction sounds are updated.
Car wheels and props that change direction really quickly might need faster update intervals. Generic props can be left at a really slow update period to save performance.

Impact Vs Speed workaround

Stacked Props
Unreal can apply a really large impulse to a prop Without moving it. Thus tricking the plugin to play an impact sound. This workaround allows for stacked heavy props to remain silent.

Dynamic Parameters in Sound Cues

Pitch and Volume are dynamic parameters.
Roll and friction sound cues are called with Pitch and Volume as a dynamic parameter than can be modulated in the cue. For example. Wheel Skid sound combined with the random sounds of gravel can be made to maintain the same volume and pitch of the gravel and only changing the wheel skid sound.