Time for action - add a sound to a particle effect
Let's say we have an explosion sound and an explosion particle effect.
Select a particle effect of the subeffect in the Particles editor within Sandbox.
Browse and add a sound event. The sound event will start when the effect or subeffect starts. If you wish to delay the start of the sound, attach it to a subeffect and use spawn delay to delay the start time.
Sounds will stop when the particle effect stops. It is recommended that a fade out time be set in the sound event properties in the FMOD Designer project, to enable a smooth stopping of the sound.
What just happened?
You've now added a sound to a particle effect: It will play every time this particle is triggered. This way we don't have to add secondary entities to play the sound in addition to explosions and other particle effects, which would have some obvious sound within it. There is, however, an exception to this as weapon particle effects do not usually have the sound assigned within...