> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# Play sound

> This page explains how to play sounds at specific points in an animation.

A reload sound should line up with the hands touching the magazine or bolt. Place `BP_AnimNotify_PlaySound` at that moment in the animation: it plays your Sound Cue when playback reaches the marker.

## Add it to an animation

<ol><li>Open the Animation Sequence or Montage used by the relevant mesh.</li>
<li>Right-click a notify track at the desired frame and choose `BP_AnimNotify_PlaySound` from **Add Notify**.</li>
<li>Select the notify and configure its exposed settings in **Details**.</li>
<li>Preview the timing, then test the action in play with the owning actor present.</li></ol>

## Example: customize a Survival animation

For a custom DL700 reload, add this notify to a copy of the animation and choose a sound from `SFX/DL700`. Place it at the mechanical action you want to hear.

## Settings and behavior

Assign `Sound` to the cue you want to hear. The notify calls `PlaySound2D`: it does not attach a spatial sound to a socket.

Use it for first-person mechanical sounds that should line up with a reload or other hand action. For positional audio, use a notify or Blueprint call that supports spatial playback.

![BP\_AnimNotify\_PlaySound Received Notify graph](https://mintcdn.com/kinemation/SNGN1MO-2cou2Sl-/images/kinemation/unreal/BP_AnimNotify_PlaySound_Received_Notify_00000.png?fit=max\&auto=format\&n=SNGN1MO-2cou2Sl-\&q=85\&s=a777da92ba722dd8039987912baf015c)

BP\_AnimNotify\_PlaySound acts on the mesh playing the animation.


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