> For the complete documentation index, see [llms.txt](https://docs.febucci.com/text-animator-unreal/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.febucci.com/text-animator-unreal/typewriter/play-sounds-when-a-letter-is-shown.md).

# Play sounds when a letter is shown

To implement typewriter sounds in your game, you can subscribe to the Typewriter’s `FOnCharacter` delegate and play sounds based on it.

The delegate passes a `FString` as a parameter, so you can play different sounds based on different letters as well.

{% hint style="info" %}
The delegate is also triggered with spaces, so be sure to play sounds based on the type of character you prefer.
{% endhint %}

***

### Extras <a href="#example-package" id="example-package"></a>

Inside the `Plugins/TextAnimatorFebucci Content` folder (either among your engine content or not depending on how you set up the plugin) you will see an "Extras" folder.

Inside you will find the **Extra\_TypewriterSound** level, some audio clips and a Widget Blueprint. By opening and playing the level, you'll see some text which produces typewriting SFX. Finally, by opening the blueprint you can see how the example was implemented.

![Blueprint implementation of typewriting SFX](/files/ajeWK5P1nHwbuDVlMDgh)

{% hint style="success" %}
You can also find two customized effects in C++ and Blueprint. Feel free to add them in your projects or as a starting point to create your owns!
{% endhint %}

<table><thead><tr><th width="221">Variable</th><th>Explanation</th></tr></thead><tbody><tr><td><code>MinSoundDelay</code></td><td>Minimum time that has to pass before playing another sound</td></tr><tr><td><code>RandomSequence</code></td><td>If true, the next audio clip to play will be chosen randomly from the “Sounds” array. If false, sounds will be played subsequently</td></tr><tr><td><code>Sounds</code></td><td>Typewriter sounds to play</td></tr></tbody></table>
