Hi @alexxUID, I have come across this issue myself and have found a solution. It’s not pretty but it works:
using UnityEngine;
namespace Example
{
public class BurstAudioFeedbackExample : MonoBehaviour
{
[SerializeField] private ParticleSystem particle;
[SerializeField] private AudioSource source;
private int particleCount;
private void Update()
{
// Play audio when the count is greater than internal value
if (particle.particleCount > particleCount && !source.isPlaying)
source.Play();
// set internal value after check
particleCount = particle.particleCount;
}
}
}
In a nutshell, it will play the audio before updating an internal count, meaning every time a burst (increase in particle count) occurs, the audio will play.
In the end I haven’t used the sound at all but the only solution to me seemed creating the bursts myself via script at runtime with ParticleSystem.EmissionModule.SetBurst