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An overview on how to add/use SoundFX in a level
Tutorial Author:
Clifton Poli
SoundSource
AmbientSoundSource
MusicPlayer
SoundSource
The SoundSource is 3d localized, which makes it ideal for sounds that do not cover large expanses, rather sounds that have small and localized ranges. To add A SoundSource to the scene, select it from the script dropdown list, and either insert it into the scene, or change an existing prefab into one.
Properties
Filename
Filename of the sound, must be 16-bit mono wav file.
Range
Range of the sound in meters.
At the moment larger ranges work best due to a bug
TimeSound
Whether this Sound turns itself on and off according of the time of day. If set to true you must then set the
TurnOn/OffHourseStart/End
settings for it to work.
Volume
volume of the sound, from 0 to 1.
AmbientSoundSource
The AmbientSoundSource is 2d, which makes it ideal for sounds that have large ranges. To add A AmbientSoundSource to the scene, select it from the script dropdown list, and either insert it into the scene, or change an existing prefab into one.
Properties
DistanceScaleVolume
Scale volume based on camera distance from the AmbientSoundSource
Filename
Filename of the sound, must be 16-bit sterero wav file.
InvertRange
Inverts the range calculation so that at the maximum range you reach maximum volume. Used with DistanceScaleVolume = true
InvertRangeStart
When using InvertRange, sets the start distance for fade-in of the sound (should be less than Range), where the end Range itself is 1.0 volume.
MusicPlayer
The MusicPlayer allows you to add music to the level in ogg format. Select it from the script dropdown list, and either insert it into the scene, or change an existing prefab into one.
Filename
Filename of the music, must be ogg format.
OnlyInPlayback
Specificies whether the music only plays during recorded game playback.
SoundFX
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