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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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