All language subtitles for 56. Adding SFX - Part 1

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Original subtitles

The game is in

Good shape or at least better shape than it was but we're still missing one big thing in

Is sound effects

Salt we're going to get started on the sound effects and it's probably going to take

A couple of lessons to get everything in place

And I'll just noticed before we start that it is very difficult

Define

Asset

Four sounds that are properly licenced

Such that I can distribute them to

So I'm going to do the best that I can with the assets I can find

But please note that if you want to make the

Sounds

A little bit nicer a little bit better

I would encourage you to go sitting outside and effects online on your own

And plug goes in

Where you see fit

I'll show you the basics of how you can implement sounds in the engine

And then you can

Change out the sounds as you

So the sound effects pack that were going to be working with is from Kenny

Same as the art assets that were using

Kenny

Houses that are nice because they are typically public domain

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Which is the reason why I can just take those files and redistribute them to you

Hall without even necessarily giving out of the ocean so these are public domain

Which means that you can use them for whatever purpose that you want including commercial purpose

And we're going to be downloading

Impact sound

Affect

From the app

Avatar

The zip file as a resource to this lesson so

You can just download it from there

But I encourage you to go to kenny's website and just check out all of the things that are available for you

Someone's you've downloaded Dad

Impact sounds in

Go ahead and

Extracted to

A folder of your choice

And when I gave you putting all of the sounds in our

Game directory

Only going to include the sounds that were actually going

And the first set of sounds that were going to grab

Are these footstep carpet sound

Now we're not going to use the sound effects for footsteps rather we're going to use them for

Impacts with enemies someone that enemies good head

I'm going to play

This is because it sounds nice and Chunky

And I think it'll work well so go ahead and just select all of the foot step carpet sounds here

Selfie

Carpet drag Oliver's over into the file system

Sound now we have

Audio

Tiles

How many create a new folder in the assets directory here

So new folder and where can I call this audio

And I hadn't just drag all of those footsteps sounds into the audio director

Alright so the basically that we play sound effects is like

I'm going to go ahead and go to my

Enemy

My basic anime scene

Open it

And I can add at the following so I can add a

Audio stream player

And we're going to use an audio stream player to die

The way that you play Sounds is with these audiostream playing out so there's an audio stream player to die

And is also in audio stream player

In the big difference between these is that the audio stream player to die

Will change

Volume depending on the distance

From the centre of the camera

So since this is a 2D no they can have a position in world space

An opposition will be used to determine the volume fall off of The Sound of

We will use the audio stream player for a couple of things but

We're going to give the audio stream player to die for now

And

What you can do in the Austrian player today

Is you can supply a stream so I'm just going to go ahead and drag over the footstep carp

Boujee

What's the carpet 0

And we can change the volume in here and we can change the max distance

I'm going to turn the max distance to something like

Because our

Our game is not very big in terms of pixel count so

We don't want to leave it at 2000 because you probably won't even hear a difference between a sound as far away and a sound

Close so really is 300 that's going to be a little bit better

And then the attenuation that's the curve

4

Loudest sound Falls

So similar to our animation I can make the sound

Loud

For some of the distance and then drop off faster

Or I can make the drop

The default is linear so you can right click this by the way and select one of these

Curves if you want

I'm just gonna leave it at Leonardo because that

Default works just

Ok and those were the main settings we have AutoPlay and player

If you turn on playing your hair

Through the Edit

And AutoPlay just means that it will play as soon as it enters the Scene 3

In the last important setting is the bus

Now let's take a look at bus

So

I'm going to go to

To the audio tab at the bottom here

And these are our buses

And we already have a master bus by The Fall

What is a bus a bus is essentially a place where all the audio film

So by the fog all of the audio flush through the master bus

And in the bus I can change the volume so I can change the master volume of my game

I bringing this DB value down

And that would make my game over all quiet

I can also add various effects and that would have

Every single sound going through

The bus

Buses are pretty power

And what we can do if we can do ad bus

To create a noob

We can name this bus how's everyone

And also apply individual

Affect

Here as well

And then at the bottom of our bus

We can select which bus it connects

2

So if we only have 2 buses

It's going to connect to the master but so that means

After a sound flows through this

It's going to be pi

Into the master bus and then have all the master effects and volume

As well

So it's basically like a chain

Settings or effects to apply

2

So actually going to have two bosses here less Creed 2

Create one

The first bus let's call

SFX

And the second bus was called new

And he's are both gonna pipe into mass

So these are going to be independent of each other

I could for example

Set the music

What's the pipe into the SFX but I don't want that to happen

Why because we're going to be able to have

With this setup

Two different volume sliders for sound effects in army

That means that we can allow the user to change the volume of the music and the volume of the SFX

Separate

So what does configured let's go back to our audio stream player in arm

And

Which change the bus to SF

So now there's audio stream player is going to play that sound

Through that SFX bus

Ok so that's a basic overview of the set-up

I actually get the sound to play wow

In my basic

I want to play the sound if I

Hit

Turn

I'm going to hide the audio panel by clicking

The audio but not the bar

And we don't really have a wee

Detecting if

Vienna

Is hips I'm going to open up their heart box

Component

Script by Claire

I'm in here

And but we could do is we could just connect to the area entered signal

All this hurt Buxton point

But we have a couple of texts in here which means that

The hitman and Her being registered

So

I'm actually going to create a new signal in the heart box component at the top

I'm going to call it signal

Get

Just like so

And at the end of the on area entered funk

I'm going to do it

That hit singer

And now on my face again meow

Open up that's

In my base Academy I can override a ready method

I don't I can say

Hurt box component

It that connects

On

Hit

And then I'm going to create that function on here

Then I'm going to play the audio stream playlist

Dolla sign audio stream player to

Start play

And so now for play the game

I should hear that sound every time

The enemy gets here

Scenario

So that's bass

Set up for sound effects now

We have a number of 4

Carpet sounds

And we want to play

Anyone

Please write

But how do we do there

Set the audio stream Player only

Support for onestream

We have a couple of options we can create

In audio stream player 2D for each sound and then randomly play it so that we get variation in the sound

Or we can create something like a component

To handle

That

For us

And I think we're going to create a component so let's Create

Can you sing

With controller

What's my favourite type of

Audio

Stream player to

I'm going to collect random stream player

2D component just to be

Consistent with our naming so random stream player to decompose

I know the dad's very long

But will work with it and I'm going to save it and seems

And save it

Let's go headlight out of script that as well

Ok

So let's do this first let

Export

Stream array so will call it streams

And that's going to be an array of type

Audio stream

Just like so

And then we're going to create

A function called

Play underscore

And then a clear and we can save our

Chosen underscore stream is equal to streams

Pick a random

And let's begin some safety here to water at it's so if our streams

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Is equal to null

Or

Streams.se

Is equal to 0

Somebody's going to return

So there is nothing that

Ok if we pass that check our chosen stream is going to be equal to streams

Picrew

And then we have this property here

Which is Coldstream

And so we can simply say

Stream

Equal

Chosen stream

And we can even simplify this by just simply doing stream up here

And getting rid of that

Ok so what we doing is essentially going to

How to pass in an array of strings now and then when we call play round

It will pick one of them in plays

So let's see how we can use this

Cracked

And before we go any further

Let's change the default BIOS on Acer random stream player 2D component 2SF

And if we do that then we won't have to keep changing

Everytime we use

Let's go back to the basic enemy and what I'm going to do is I'm going to

I'm going to Institute

That random audio stream player 2D component

And then I'm going to go back to my audio stream player to die in my base Academy

I'm gonna click the tour button down

So clip that I'm going to collect copyproperties

I'm going to pierce those properties

Into the random stream player to die

So peaceful strawberries

And that will carry over our mass

Max distance

And H

Stream which we don't actually need so weak

Sunset dad stream

Alastair Levy audio stream player to

Now got a random stream player to

Component

And let's fall in the streams

Bye

Clicking on the first footstep carpet holding she

I'm clicking on the last

And Dragon all of those onto the streams are a

And then if you click into it you can see we have 5 streams here

So with that streams are raised

Now in our

I hid function in the

Academy we can call

Stream player will do dollar sign

Random stream player 2D component

Dart player underscore

Alright so now let's go ahead and Run the game and what we should find is that the sound is slightly different every time

And that actually isn't working and it's because forgot one very simple thing

Resetting the stream here in our random stream player to decompose

Script but we never playing it so we just need to call

Play

I'll get some now let's go ahead and give you a shout

Ok

So you're not a problem here so it is playing different sounds every time

But

It's not playing a sound when the enemy dies and the reason for that

Is because

Our enemy is actually being freed from the scene which means so is the audio stream player

And that means that

There's no no

Play the song

So there's wonder easy way that we can

Used to fix that

And that is

I'm just going to copy this note

And paste it into the door

Compound

So

Rename this too

Butts ringing Estate

Audio

Claire

And I know what kind of breaking her naming convention here by the hit audio player

Or we can call hit random

Audio player

Just a little bit more script

And then I'm going to press ctrl-c to copy that or you can right click and copy

From

The menu here

I'm going to go into my dad's component by clicking this button does open in Edinburgh

And then I'm going to paste

In there

Alright and then my death composed

I'm going to open up that's crap

And I am going to call

In the on died function here

I'm going to call

Hit random audio player from coin.pl

Random

So that will solve that problem

Now

This is only really going to work if we use the same hitsounds for every enemy which I believe they were going to do

If you want to use different it sounds then you have to devise a different cyst

To play the correct sound when they die

It is you

So we got a basic enemy I'm going to move this hip random audio player component up just underneath the death component

Consistency in the let's go ahead and see if

Fixed

Am I getting an error

Because we do not rename this

Reference

So in the morning hit function of our basic enemy we need to call this

Hit

Random

Audio player component likes

Ok let's see if that works now

That's working pretty well

And then let's just go ahead in copy that hit random audio player component

Control

Drum and bass Academy

The let's open up our wizard and

Let's go ahead and paste that in

Ctrl-v

Move that up below the desk and

And we need to do the same thing with this

Open up the wizard

Script

Let's override the already here

And we're going to say

Hurtbox component.of

Connect

On here

And then we're going to create that on hid function down here and we're going to say hit

Random audio player component

Play

Ran

Alright son now and then

Spawn that should work just

And yet the wizards are

Receiving damage when they get hit so that's great

That was introduction to sound effects will continue on in the next lesson

Where's building out more of the sun

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