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An overview on how to add/use SoundFX in a level

Tutorial Author:Clifton Poli

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.

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