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In the previous section you should have been able to download a folder
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Sound effects that we can use if you don't want to use this sounds you definitely don't have to but they're going to make life a lot easier for you
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Go ahead and just paste in
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This folder called sounds
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In to my explore in the route
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And my assets folder
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So in this folder we have 8-bit sound effects that we can use so we'll get a job
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Unity this should import properly for us might just a little bit
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I can see hear the sound effects imported into unity and there are some
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Tracks with the music as well that were imported and these are by a band called by forever
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And if you guys are interested in using this music you can definitely a tribute by forever images
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Do your best at weed on social media let people know
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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To buy forever isn't just do your best I guess pay him back
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With some exposure that would be awesome great music from bye forever
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And is also some other side effects your other than just eat it sounds
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For example like the player getting hurt
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Health
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A box breaking
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Does Canesten effects
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Ok so before we start adding sound effects to our player what we need to do is create a new script
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And district I'm going to put it in my car and it's going to be cold
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Animator functions ok and is just going to be functions we use
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Over and over and over again and we can use these functions inside of a timeline other animations
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So in order to start playing sound effects
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We want you something called in audio source and audio source is basically
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Honestly it's just a speaker that plays sound effects out of it when you attach these speakers
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Game objects so originally we had a audiosource attached to our play
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And I really don't want one on there so go ahead and remove that one
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I'm going to do is create a new empty gameobject a minute call this SFX audio source
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Another game object
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How many call this
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Music audio source
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And then I'm going to create another
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Empty gameobject in recorders ambience
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Just like that
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Each one of these are going to have audio sources on them
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Just like that
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Like that
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And just like that so we're going to run our sound effects through the SFX audio source
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Music to the music audio source
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And then are ambience
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There a beings are your source
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Go ahead and save that prefab in the next thing I want to do is just go ahead and get rare
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Oliver's audio sources
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Does double click on new player go up to our
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References section here
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And I'm gonna go ahead
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And I was gonna put him right here
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Create a new serializefield
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Going to be private or public
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Public audio source
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I'm going to call this as affects audio source
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How to copy this and paste to more
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This was going to be music
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This one will be ambience
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Save those out
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And go back into unity here
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And all I need to do
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Is jumping I prefer Peter and just drag
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SFX audio source
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Music ATOS
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And ambience audio source
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Are we going to save
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The next thing I need to do is create a script that will tell those are your sources to play a specific
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So I know that my animations are going to
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Dictate a lot of the sound effects so for example the footsteps
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Addicted by when my feet touch the ground
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The Punch effect is going to dictate whether a sound effect should be played when we punch
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There's a lot of sound effects that can be controlled
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Actually buy this animation window in here that's called add event
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What allows me to do is actually fire certain functions
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At certain locations
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On my timeline so if I really want a blink sound effect
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I can add this little dance here
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Entitled to fire a certain function
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Well where are we going to store
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Does functions in your script
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Am I going to call it
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Animator functions
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Double click on that
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Unable to create a new function
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That's right summer commented code here how about
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Play sound effect
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Tell me the
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Void play sound
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And I'm going to
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Rate EuroMillion new player
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Dart
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See hear instance
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SFX audio
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Play
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Now we got to use one shy
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Basically play One Shot is a little bit different than just play sound and it's actually look that up
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What's a couple of play one shot means on unity's documentation
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Plays an audio clip in scales the audio source volume by volume scale so we can actually play a song
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Expect at a certain volume right
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Are you serious play One Shot does not cancel clips that are already being played so
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That means that I can play an explosion sound effect in that I could play a debris sound effect by using play Once
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So we can apply once what are we going to play well we need to indicate what we're gonna play so let's go back up to the Top Gear
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Play new serializefield
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And we're going to write
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Audio clip
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Sound
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This is going to be private forgot that private so is going to play
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Sound
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Very simple
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So let's go back in the unity here
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I'm going to open up my player original prefab appear
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And
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I'm gonna go ahead in drag my animator functions
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I component
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Auntie with the player variant
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And all we got to do is indicate what the sound is that's going to play so let's go ahead
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Create a punching sound ok
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So let's find the point sound
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Here we go let's see here
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Miele
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Here we go punch
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What's a syllabus first
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Yeah I think punch one is just fine
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Soap
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Punch one is now in a sound effect
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Variable here
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Now I got to do is go to player kick
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Add an event
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And there it is
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Play sound
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So it should play a sound effect through
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This SFX audio source and hip
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Perilous
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What's go ahead and add
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That sound Effect 2
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Everything b
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Kick the Hazard
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Can you kick down
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Play sound
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Kick punch or player punch
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Play sound
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Play a punch up
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Play sound
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No I really didn't like that sound so let's see if we can find I don't know a better one
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That's kind of course I like that one
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Let's save this out and because we added events to Oliver animations we should get a sound effect on everything
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Action
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There we go
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Now if you wanted to get a specific sound for various punches so let's say if we punch in the everyone to be
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Sound energy kickdown wanted to be another sound
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There is one approach that would solve a problem would you actually create a premature here audio clip
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And say could be called sound mate and we can remove this
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So if we go back in a unit here
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Go to player and then go to our animations here and go to player kick if we select our event
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You're not as we now have the ability
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To change the sound in a parameter
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So I could put in punch to hear
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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I could put it in
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Punch 3 here
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I could put it in
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Dagger sound there I don't know I can put it in
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Swords around here
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Do that so I have play
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I have all these different sound effects
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That we can use
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Now I'll be honest though
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I'm going to go a different right here you guys can go that out if you want but there is another way to do this
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And I've been
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Guess criticised for this method because
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It's not as fancy right it's not as clean but it just makes it easier in a long run
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So what I'm going to do is instead of having them on every individual animation like
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Yes I'm going to actually have them in individual functions on the train explained
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If I wanted to change the sound effects
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For the pint
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I have to go and everything animation in swap amount like this
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See that swap out the sounds
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I really don't want to do that what I'm going to do is Amanda going to go into my
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Scripture
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And I'm going to create
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Annie serializefield
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And I'm going to create a very unprofessional looking variable
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Ennis called
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Sound one ok and is going to be private
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Very very trust me this is very unprofessional but this a bit
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I think a decade and I just it's cleaner for me it just works way better when you have someone
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Santa Santa I sound for
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We can go as high as we want it's not the cleaners method but it's easier in the long run
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I have the ability to play
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Let's see how about it
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10 sounds
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So we have the ability to play 10 sounds when were using this script
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Along with her animator
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Cell
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This function will be Coldplay someone when I'm going to have any Predators and all got to do is just
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Sound one
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Just like that do that
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And we'll have it so play sound effect one actually was going to remove this because I think it's pretty obvious that
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Appoint what this is and then I'm going
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To create 4 functions are enough for 10 functions
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Bare with me I know it's messy guys I know it's messy
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Play sound wine place onto PlayStation 3 PlayStation 4
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5 6 7 8 9 and 10
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So
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The name at the numbers going back up here
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Here we go
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Alright so now we have the ability to play 10 different sounds and I can manage all of them
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Right here and hey let's make it even cleaner remember this header attribute be used in other scripts
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Inside a bar
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Anyway the functions are animal called this
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Sound
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Bank cheque
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Go back to your player here now we have the ability to play all of these sounds
212
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So somebody you might be taking what time is label them
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Will it like hitsound punch down KitSound breakdown jump sound well the reason I'm not doing that
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00:13:54,303 --> 00:13:59,935
Honestly I want to see all the user's animator function script all over the place not just for the player
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00:14:00,191 --> 00:14:06,335
So having the sound effects just label it sound 123456789 10 actually
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Light more economical we can use this in a ladder different places
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What the question is Walter not labelled how do you know where to go or what I would do is just think about the very sad
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Ok I know I want a pint sound
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I know I also I want perhaps see here she want to different punchestown
220
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So two points sounds I know I might Wanna Hurt sound so something like
221
00:14:34,239 --> 00:14:36,799
Is negative sound here that's unsound three
222
00:14:37,311 --> 00:14:43,455
And I also know that I want to be a health sound so more pass
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The sound something like
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Mariya this one I hear ok
225
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So now we essentially have labels right when I go ok will let her punch
226
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Tata punch
227
00:14:55,231 --> 00:15:01,375
That's an error sound in a power up sound so everyone to change him I can't really like that power up sound
228
00:15:01,631 --> 00:15:04,191
I know that that's right here so I would just swap it out
229
00:15:07,775 --> 00:15:10,847
Where is it with another positive sound so that one
230
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That's how I do things guys you can do do this in a lot of different ways but
231
00:15:16,223 --> 00:15:22,367
This works really well for me again I can swap out all of this sounds really quickly without being
232
00:15:22,623 --> 00:15:25,951
Why did dig into every animation it doesn't look professional
233
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But it works for me so I'm gonna go to my kick here
234
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And always is going to be is place and 1
235
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Kick down going to be place on
236
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Good that's my place aren't you
237
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MN punch is going to be placed around 1
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NN12 8up is place out of wine as well
239
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I was trying out
240
00:16:00,511 --> 00:16:06,399
Getting a bug animation event play sound on animation player punch
241
00:16:06,911 --> 00:16:09,727
Has no receiver are you missing a component
242
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Going to each one of our events
243
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Looks good
244
00:16:16,383 --> 00:16:22,527
Ok so looks like kickdown didn't apply are function area ok
245
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Ok
246
00:16:24,319 --> 00:16:30,463
You make sure you get a click on it guys there we go ok make sure you really click on those events otherwise it won't remember
247
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Play someone and then punch up
248
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Play Garnett area play Someone
249
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Double check archaic here
250
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Ok good I really straight out
251
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Alright
252
00:16:51,711 --> 00:16:57,343
Alright it works great
253
00:16:57,599 --> 00:17:03,743
Alright so we've got all those sound effects playing for punching and when we create you know some
254
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Step sound effect this is really going to make things pop guys
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00:17:07,071 --> 00:17:13,215
So let's find a very simplistic sound so do I have any
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Sound effects
257
00:17:15,263 --> 00:17:17,567
I see you have a generic
258
00:17:20,895 --> 00:17:22,687
Impact of trophies
259
00:17:33,439 --> 00:17:39,583
None of these really work for me so what I'm going to do is go to freesound.org ok
260
00:17:39,839 --> 00:17:44,703
Play times of free sound effects and goes all you've got to do
261
00:17:44,959 --> 00:17:51,103
Is just make sure you treat the individual who put the sound on the website so I will look for a
262
00:17:51,615 --> 00:17:54,431
Footsteps sound
263
00:17:56,479 --> 00:17:59,295
No I wanted to be that nice crisp
264
00:18:00,831 --> 00:18:02,367
Nope
265
00:18:03,391 --> 00:18:04,159
Nope
266
00:18:06,207 --> 00:18:10,559
I like a light that's great really download that sound
267
00:18:10,815 --> 00:18:15,935
Alright so thank you in Spectre J whoever you are for this sound effect
268
00:18:16,191 --> 00:18:22,335
I mean I open it up in a program called audacity guys audacity is free if you want to go ahead in
269
00:18:22,591 --> 00:18:25,919
Oh that's totally fine there's a link in the previous section
270
00:18:27,199 --> 00:18:28,735
K
271
00:18:29,247 --> 00:18:31,295
That's a cool sound and I'll take that one
272
00:18:31,807 --> 00:18:36,927
I'm going to crank up the volume a like all my volumes to be right between -12 and 6
273
00:18:37,695 --> 00:18:39,487
Crazy I'm just a little bit more
274
00:18:39,743 --> 00:18:40,767
There we go
275
00:18:44,351 --> 00:18:46,143
So I'm going to
276
00:18:48,703 --> 00:18:52,031
Happy this single sound press ctrl-a
277
00:18:52,287 --> 00:18:54,079
Delete everything pasted in
278
00:18:54,335 --> 00:18:56,639
I'm going to
279
00:18:57,407 --> 00:18:59,455
Just faded out like this
280
00:19:03,551 --> 00:19:05,343
And again that's just highlighting this
281
00:19:05,599 --> 00:19:08,159
Including fadeout in the effects panel
282
00:19:10,975 --> 00:19:16,095
I'm in export this out as a wave file you can do an MP3 if you want as well
283
00:19:16,607 --> 00:19:22,751
Anyway to save this in my sound effects file this in my effects folder and I'm just going
284
00:19:23,775 --> 00:19:25,311
Call this step
285
00:19:26,335 --> 00:19:27,871
Footstep
286
00:19:31,967 --> 00:19:33,759
How about stone
287
00:19:34,015 --> 00:19:34,783
1
288
00:19:37,343 --> 00:19:43,487
Ok just got back in the unity here and I'm gonna go to my player and they go to
289
00:19:43,743 --> 00:19:46,559
My sound 5 year I'm in a drag
290
00:19:48,607 --> 00:19:53,215
Let's see where is it there is a dragon right here and I'm going to go to
291
00:19:53,471 --> 00:19:55,007
Player run
292
00:19:55,775 --> 00:19:58,335
In every time is foot touches the ground
293
00:19:58,591 --> 00:20:00,127
Sorry here
294
00:20:00,895 --> 00:20:03,967
Australia here we go I'm going to go place on 5
295
00:20:05,247 --> 00:20:06,527
Save it out
296
00:20:06,783 --> 00:20:08,575
Limited play The Heart sounds
297
00:20:14,975 --> 00:20:20,607
Ok so as you can see it's very loud for one
298
00:20:21,119 --> 00:20:27,263
And it's also very innocuous will it solve the loud portion first
299
00:20:27,519 --> 00:20:31,615
Go down the sounds five here in just for the purposes of this tutorial I mean
300
00:20:32,127 --> 00:20:32,895
Type in
301
00:20:33,151 --> 00:20:35,967
Float and then volume
302
00:20:36,223 --> 00:20:42,367
There we go and then what's right here is fine so this is the second parameter of PL1 shy
303
00:20:42,623 --> 00:20:44,159
In basically now we can determine
304
00:20:44,927 --> 00:20:46,975
What we want the volume to be exactly
305
00:20:47,231 --> 00:20:48,511
4 sound 5
306
00:20:48,767 --> 00:20:53,375
And I might be a little bit confusing just to show you how it's going to work to get a player here
307
00:20:53,631 --> 00:20:55,167
Turn around
308
00:20:55,679 --> 00:20:56,959
Click event
309
00:20:57,215 --> 00:20:59,007
And then we have a friend here
310
00:20:59,263 --> 00:21:05,407
So this is going to be .3 having that works now they wanted to default
311
00:21:05,663 --> 00:21:10,015
To a certain number we can do this equals 0.3
312
00:21:12,063 --> 00:21:15,647
Default it to one I think that might be better option say that
313
00:21:15,903 --> 00:21:17,184
And
314
00:21:17,440 --> 00:21:18,464
Go back in the Unity
315
00:21:18,976 --> 00:21:20,512
And multiply
316
00:21:24,096 --> 00:21:25,888
Good
317
00:21:29,216 --> 00:21:35,360
Awesome not obviously guys you could instead of doing it here we can use that's a man
318
00:21:35,616 --> 00:21:36,896
And put it all up here
319
00:21:37,152 --> 00:21:40,224
As well so I could say something like
320
00:21:41,248 --> 00:21:43,296
You can't be this
321
00:21:43,808 --> 00:21:48,672
United's a private float sound 5
322
00:21:48,928 --> 00:21:52,512
My
323
00:21:52,768 --> 00:21:57,888
Say that out and then remove this
324
00:22:01,216 --> 00:22:02,752
Dubai player here
325
00:22:03,008 --> 00:22:04,032
Now I can see
326
00:22:04,288 --> 00:22:10,432
The ability to change sound 5 volume so I can do .3 in honestly I prefer doing it this way
327
00:22:10,688 --> 00:22:16,832
And I know it looks like professional I get a guys but that's the way that I'm going to do it because I know how the
328
00:22:17,088 --> 00:22:23,232
Text me long-term this is actually a really efficient way so I'm going to create a tonne of different sound
329
00:22:23,488 --> 00:22:27,328
Buy the fault beneath the one right
330
00:22:29,376 --> 00:22:32,960
By default they need to be wine
331
00:22:33,472 --> 00:22:34,752
Otherwise
332
00:22:35,264 --> 00:22:38,592
They won't play it all because they'll be at 0 and we don't want that
333
00:22:46,784 --> 00:22:51,392
That's a really like this method of playing sounds because
334
00:22:51,648 --> 00:22:56,256
He just intuitively makes a lot of sense it may be messy
335
00:22:56,512 --> 00:22:58,304
But it makes a lot of sense
336
00:22:59,072 --> 00:23:01,632
And I like that UK
337
00:23:02,656 --> 00:23:03,680
Alright
338
00:23:03,936 --> 00:23:07,264
So we just put in our volumes into the primitive here
339
00:23:09,312 --> 00:23:10,592
Someone volume
340
00:23:11,104 --> 00:23:13,152
Sound to volume
341
00:23:15,712 --> 00:23:20,064
Sound 3 volume
342
00:23:23,648 --> 00:23:25,696
Alright
343
00:23:26,720 --> 00:23:32,864
Very good so now we have your belly to play 10 different sounds at 10 different volumes
344
00:23:33,120 --> 00:23:33,632
Came
345
00:23:34,400 --> 00:23:39,008
So if we didn't like the punching volume we could actually tweak it right here
346
00:23:40,032 --> 00:23:43,360
If we don't like the power of boy we could speak it right here
347
00:23:44,640 --> 00:23:45,664
Overall
348
00:23:46,176 --> 00:23:51,808
This is actually a really great way to have the ability to quickly change sound effects
349
00:23:53,088 --> 00:23:59,232
Alright so yes bro I having trouble hearing that just cause it's a very saddle
350
00:23:59,488 --> 00:24:05,632
But you definitely want your running to be a saddle sound you don't want to be annoying
351
00:24:05,888 --> 00:24:12,032
One of the things that's making it very annoying right now is that it's one sound over and over and over again
352
00:24:12,288 --> 00:24:16,384
So what we're going to do is going to have three different sounds for a run ok
353
00:24:16,640 --> 00:24:17,920
20 is this one
354
00:24:18,432 --> 00:24:20,480
That was gay and copy that
355
00:24:22,016 --> 00:24:24,576
I just have it pasted individually here
356
00:24:25,344 --> 00:24:28,160
Shrink the volume down just a tad here we go
357
00:24:29,440 --> 00:24:31,488
And will export this one out
358
00:24:32,768 --> 00:24:37,888
As the second footsteps same syntax but just second
359
00:24:38,144 --> 00:24:40,960
And go back in time here
360
00:24:43,776 --> 00:24:45,312
That was a game
361
00:24:46,080 --> 00:24:48,384
I copy that one paste it
362
00:24:48,640 --> 00:24:49,664
Feeder
363
00:24:52,480 --> 00:24:54,016
Ok and
364
00:24:55,040 --> 00:24:57,088
Chanel there we go
365
00:24:57,344 --> 00:25:01,952
Export that one out as a wave in the third sound effect
366
00:25:03,744 --> 00:25:08,096
In letters import into unity there they are four step one
367
00:25:08,352 --> 00:25:10,656
Footsteps John 1 2 and 3
368
00:25:11,424 --> 00:25:13,984
Telescope hit play here and see how it sounds
369
00:25:18,848 --> 00:25:24,992
Sounds pretty good so sound 5 is set to the right volume I don't mind it at all
370
00:25:25,248 --> 00:25:25,760
But
371
00:25:26,016 --> 00:25:27,552
Is kena repetitive isn't it
372
00:25:28,576 --> 00:25:30,112
So we're going to take those
373
00:25:30,880 --> 00:25:37,024
Three sounds that we made 4 stone 12-in 3 and we're gonna try and play those randomly
374
00:25:37,280 --> 00:25:39,584
Now you can see sound five only offers
375
00:25:39,840 --> 00:25:41,632
Nice one slot
376
00:25:42,144 --> 00:25:45,984
Are we actually have it off three slots and pick one at random
377
00:25:46,240 --> 00:25:50,592
Do I need a jumper in a minute functions and we're going to use something called in a ray
378
00:25:50,848 --> 00:25:53,920
Are we going to do to create an array is two brackets
379
00:25:54,176 --> 00:26:00,320
Next to our sound 5 variable to do
380
00:26:00,576 --> 00:26:05,440
Understand 5 and you can see here we now have a little zig zag that's because we're saying hey
381
00:26:05,696 --> 00:26:11,840
Play sound five the Promise is that well you really doesn't know what sound 5-years because
382
00:26:12,096 --> 00:26:16,192
It's an array in array allows us to have an array of sounds
383
00:26:16,448 --> 00:26:19,520
A tonne of different sounds ok moholo
384
00:26:19,776 --> 00:26:21,568
Does Commodus out of the quick
385
00:26:23,104 --> 00:26:26,176
Can I see when an array looks like in the unity inspector
386
00:26:26,688 --> 00:26:31,552
So this is in a right here truly it's size is set to zero but if we said it's eyes 23
387
00:26:31,808 --> 00:26:34,624
We now have the ability to add 3
388
00:26:34,880 --> 00:26:35,392
Clips
389
00:26:35,904 --> 00:26:37,440
Ok so I could drive those in
390
00:26:40,768 --> 00:26:43,840
Well we're still going to get those errors
391
00:26:44,096 --> 00:26:50,240
Because unit is confused it doesn't know what soundtrack is he needs to be told which sound
392
00:26:50,496 --> 00:26:52,288
5 from the array to use
393
00:26:52,800 --> 00:26:56,640
And you can tell which slot to choose so look we've got
394
00:26:56,896 --> 00:26:59,200
0 or elements 0
395
00:26:59,456 --> 00:27:01,248
Element 1 and element 2
396
00:27:01,504 --> 00:27:04,832
So I can actually say I wanted to play sound too
397
00:27:05,088 --> 00:27:05,600
Ok
398
00:27:05,856 --> 00:27:08,928
Say that now you're back in the universe here and hopefully
399
00:27:15,072 --> 00:27:21,216
But it's not playing random sounds because we told it to play element to how do we have it
400
00:27:21,472 --> 00:27:21,984
The random
401
00:27:22,240 --> 00:27:23,008
Element
402
00:27:23,264 --> 00:27:26,336
Very simple actually going to do here
403
00:27:26,592 --> 00:27:27,360
Is
404
00:27:27,616 --> 00:27:28,384
Save this
405
00:27:29,408 --> 00:27:31,712
Random range
406
00:27:31,968 --> 00:27:33,504
Apprentices
407
00:27:33,760 --> 00:27:35,040
Wigan starting 0
408
00:27:35,296 --> 00:27:36,320
And then we're going to end
409
00:27:36,576 --> 00:27:39,392
At 3 they make sense
410
00:27:39,648 --> 00:27:42,976
To all this means is play sound 5
411
00:27:43,488 --> 00:27:48,096
And in the brackets mean inside the array there are three slots
412
00:27:48,608 --> 00:27:50,144
Choose a random slot
413
00:27:50,656 --> 00:27:52,192
Between 0 and 3
414
00:27:53,728 --> 00:27:55,264
So we hit save
415
00:27:55,520 --> 00:27:57,312
Jump back in the unity and hit play
416
00:28:03,712 --> 00:28:04,480
There we go
417
00:28:06,272 --> 00:28:09,856
No you're not that I actually made the incorrect assumption here
418
00:28:10,624 --> 00:28:12,160
It's not going to be free
419
00:28:16,512 --> 00:28:17,536
Going to me too
420
00:28:18,816 --> 00:28:24,448
And the reason why is because we started 0 we end it to even though there's three elements
421
00:28:24,704 --> 00:28:28,544
We start at zero that's the way to raise work they always start at zero
422
00:28:28,800 --> 00:28:30,080
Save that out
423
00:28:31,616 --> 00:28:33,920
Or a better way to do this
424
00:28:34,176 --> 00:28:39,808
Just to be sure we always get the right length so for example if we had 10 footsteps sound effects
425
00:28:40,064 --> 00:28:42,880
I don't want to have to go back into my script
426
00:28:43,136 --> 00:28:45,696
And make this a 10k
427
00:28:46,464 --> 00:28:47,488
Do we solve that
428
00:28:47,744 --> 00:28:49,024
Is my simply typing
429
00:28:49,280 --> 00:28:52,608
Sound 5 length
430
00:28:52,864 --> 00:28:55,168
So 02
431
00:28:55,424 --> 00:28:58,240
10 because he's going to find the length
432
00:28:58,496 --> 00:29:00,544
Of the sound 5 array
433
00:29:01,824 --> 00:29:03,616
Put in this case when going to 3
434
00:29:03,872 --> 00:29:04,896
7 hour
435
00:29:05,408 --> 00:29:06,688
And then we can apply
436
00:29:13,088 --> 00:29:13,856
That's great
437
00:29:18,720 --> 00:29:19,744
Awesome
438
00:29:22,560 --> 00:29:23,584
Ok
439
00:29:23,840 --> 00:29:29,984
Very good I like that a lot so we're gonna use that kind of magic for every single
440
00:29:30,496 --> 00:29:36,640
Explain something like quickly just because it's in a raid does it mean we have to use multiple sounds so for example
441
00:29:36,896 --> 00:29:39,968
Would sound one if I use that same logic
442
00:29:40,224 --> 00:29:41,248
Made in a ray
443
00:29:43,040 --> 00:29:45,600
And I used this same
444
00:29:46,624 --> 00:29:48,160
Search of equation here
445
00:29:48,416 --> 00:29:50,720
I copy that paste it up here
446
00:29:50,976 --> 00:29:53,536
Change the sound one and then someone that likes
447
00:29:54,048 --> 00:29:59,680
What happens if only have one sound forgot to someone here set the size to 1
448
00:29:59,936 --> 00:30:01,728
And then put in the Punch sound effect
449
00:30:02,752 --> 00:30:04,032
And then we play
450
00:30:06,592 --> 00:30:12,736
It's only ever going to play that sound great so it works with
451
00:30:12,992 --> 00:30:18,880
Single sound or as many sounds as you want right so technically we could actually put in three sounds here
452
00:30:19,136 --> 00:30:22,208
And you all sorts of sounds we could do a punch to
453
00:30:22,464 --> 00:30:23,744
And a punch 3
454
00:30:24,000 --> 00:30:25,024
Hipley
455
00:30:33,728 --> 00:30:35,520
So we're going to play about logic
456
00:30:35,776 --> 00:30:38,080
To every single variable
457
00:30:38,336 --> 00:30:39,360
The first step
458
00:30:39,616 --> 00:30:45,760
Just go down all of my variables here and I know this is redundant guys you really want to avoid
459
00:30:46,016 --> 00:30:50,112
A redundancy you really do but I found
460
00:30:50,368 --> 00:30:56,512
Again I can't say it enough I'm going to be redundant with this specific script which is animated functions
461
00:30:56,768 --> 00:30:57,792
Because
462
00:30:58,048 --> 00:31:04,192
It's so helpful long term and keep things really organised so I'm gonna keep it this way
463
00:31:04,448 --> 00:31:07,008
And I'm gonna go ahead and go down here
464
00:31:07,520 --> 00:31:10,336
I'm going to do is copy this
465
00:31:10,592 --> 00:31:12,896
Emirates space it every single one
466
00:31:14,176 --> 00:31:17,504
Here we go here we go
467
00:31:17,760 --> 00:31:19,808
And then I'm on my way back up
468
00:31:20,064 --> 00:31:22,112
I'm gonna change this to 10
469
00:31:23,648 --> 00:31:24,416
9
470
00:31:24,928 --> 00:31:26,464
87
471
00:31:26,976 --> 00:31:29,536
65
472
00:31:29,792 --> 00:31:31,584
Igo4
473
00:31:32,096 --> 00:31:37,216
Free I want to do a countdown
474
00:31:37,472 --> 00:31:38,240
2
475
00:31:39,520 --> 00:31:42,592
N1 alright
476
00:31:44,384 --> 00:31:45,664
So that looks great
477
00:31:46,176 --> 00:31:47,456
Everything's ready to go
478
00:31:47,968 --> 00:31:50,272
Show back in the unity and see how everything works
479
00:31:52,320 --> 00:31:58,464
Alright as you can see because we converted the individual audio clips in to erase
480
00:31:58,720 --> 00:32:02,048
We have to go ahead and reset the sounds ok so we're going to set the size
481
00:32:02,304 --> 00:32:05,376
4 sound 4 and 3 alt 1
482
00:32:05,632 --> 00:32:08,704
How much is it to go through and take a look here kick
483
00:32:08,960 --> 00:32:15,104
That's place and wine kickdown is place onto ok so please don't want to setup play sound to it
484
00:32:15,360 --> 00:32:17,152
So that's going to be
485
00:32:17,664 --> 00:32:18,944
Punch for
486
00:32:19,200 --> 00:32:24,064
I like that sound effect do we use Sound 3 at all let's take a look
487
00:32:24,576 --> 00:32:30,720
We do not use Sound 3 currently so it's go ahead and said at the jump right so jump we could you
488
00:32:30,976 --> 00:32:31,744
Sound 3
489
00:32:32,000 --> 00:32:36,096
And then the player here and let's see here
490
00:32:36,352 --> 00:32:39,936
Sounds three we could have a jump sound
491
00:32:40,192 --> 00:32:42,496
So let's see her let's do a
492
00:32:44,800 --> 00:32:46,336
Let's find a call sound
493
00:32:46,848 --> 00:32:48,384
Positive sound
494
00:32:50,944 --> 00:32:51,456
Nope
495
00:32:59,904 --> 00:33:02,464
That's a cool sound I like that one
496
00:33:02,720 --> 00:33:05,536
So we're going to strike then to sound 3 here
497
00:33:05,792 --> 00:33:11,168
Ok something I also can do in player jump and it said that out and
498
00:33:11,680 --> 00:33:17,056
Hit play I know this sound is going to be a little bit too loud so when I get .4 and I'm in here play
499
00:33:22,944 --> 00:33:23,968
That is so weird
500
00:33:24,992 --> 00:33:26,528
Oh my goodness
501
00:33:27,040 --> 00:33:28,576
Let's not game
502
00:33:36,256 --> 00:33:42,400
Says he can see the jump sound is playing all the time
503
00:33:42,656 --> 00:33:48,800
Does anybody know why the reason is because as I sometimes just
504
00:33:49,056 --> 00:33:55,200
Nearly fall just barely fall that animation will start playing see that we definitely
505
00:33:55,456 --> 00:33:58,272
So we're going to do is going to a player animation
506
00:33:58,528 --> 00:33:59,808
Go to jump here
507
00:34:00,064 --> 00:34:01,344
And we're gonna make it
508
00:34:02,624 --> 00:34:03,392
Move over
509
00:34:04,160 --> 00:34:06,208
To about right here here we go
510
00:34:06,976 --> 00:34:10,560
The jump sound or happen red deer ok let it play and see what happens
511
00:34:17,728 --> 00:34:18,752
Ok
512
00:34:20,032 --> 00:34:25,664
So let's go back to a job and maybe bring it over just a little bit about right here we'll see if that works
513
00:34:33,600 --> 00:34:35,136
Alright
514
00:34:38,976 --> 00:34:45,120
Ok so I don't really like it the reason why is because the jump
515
00:34:45,376 --> 00:34:46,656
Animation starts
516
00:34:47,168 --> 00:34:49,984
First before I even fall ok
517
00:34:50,240 --> 00:34:52,032
So let's take a look here
518
00:34:52,800 --> 00:34:56,896
The player jump always happens first before going to play awful
519
00:34:57,920 --> 00:34:59,456
And that kind of
520
00:34:59,712 --> 00:35:01,504
It's definitely simpler
521
00:35:01,760 --> 00:35:03,552
But it's causing some problems
522
00:35:03,808 --> 00:35:09,952
So what we going to do is go ahead and go to a train station here like a new transition to playoff all ok and then
523
00:35:10,208 --> 00:35:13,536
What we're going to do is make sure that are grounded is false
524
00:35:13,792 --> 00:35:16,608
The players are going to jump if the velocity
525
00:35:17,120 --> 00:35:18,400
Is greater than
526
00:35:19,168 --> 00:35:19,936
.5
527
00:35:21,728 --> 00:35:27,872
Is greater than .5 he's certainly going to play that jump animation otherwise
528
00:35:28,128 --> 00:35:29,664
What is going to play
529
00:35:30,944 --> 00:35:32,480
The Fall animation
530
00:35:37,856 --> 00:35:40,928
Let's try that out and see if it works
531
00:35:43,232 --> 00:35:45,024
Actually no yeah
532
00:35:45,280 --> 00:35:47,072
Not yet
533
00:35:47,328 --> 00:35:51,936
Just want to make sure that there's no exit time and the transition duration is PT 1
534
00:35:52,448 --> 00:35:53,216
Play
535
00:36:01,920 --> 00:36:06,016
It's still playing the reason why
536
00:36:07,296 --> 00:36:10,368
I see the reason why is cos we're going back to play a jump
537
00:36:10,880 --> 00:36:12,928
If grounded equals true
538
00:36:13,952 --> 00:36:17,792
In honestly really don't want that song and I just remove this entirely
539
00:36:18,304 --> 00:36:20,096
And I'm going to do it this way
540
00:36:20,864 --> 00:36:26,496
Here we go so if grounded equals true immediately go back to playlist and no exit time
541
00:36:26,752 --> 00:36:28,288
No transition Direction
542
00:36:28,800 --> 00:36:31,104
There we go ok
543
00:36:31,360 --> 00:36:32,640
That should do it guys
544
00:36:38,528 --> 00:36:44,672
Still happening but take a look and see what's going on do you ever getting in a
545
00:36:44,928 --> 00:36:49,024
Using the Glitch like this it's good to have your animation window
546
00:36:49,280 --> 00:36:53,888
Are you in a major window right next to game window ok let's take a look
547
00:36:55,936 --> 00:36:57,216
Ok
548
00:36:58,240 --> 00:37:02,080
Is still going to play a jump for some reason why is that
549
00:37:07,200 --> 00:37:08,992
Let's take a look here
550
00:37:10,784 --> 00:37:12,064
So what's player stand
551
00:37:12,320 --> 00:37:13,856
And when we fall
552
00:37:16,416 --> 00:37:19,232
You should be able to play Age of Empires on cigarettes
553
00:37:34,848 --> 00:37:40,992
I see it because we're running so we are
554
00:37:41,248 --> 00:37:45,856
I need your address this right here because they were running we can go to the player jump and that's not good either
555
00:37:46,368 --> 00:37:48,160
Sort by
556
00:37:48,672 --> 00:37:49,952
Is less than
557
00:37:50,720 --> 00:37:52,000
Greater than
558
00:37:52,256 --> 00:37:53,024
.5
559
00:37:53,280 --> 00:37:59,424
Say that doesn't make sense guys it's all just sort of a big puzzle at this point trying to figure out
560
00:37:59,936 --> 00:38:01,984
Which goes to White and why
561
00:38:02,240 --> 00:38:03,264
What's a play here
562
00:38:09,408 --> 00:38:10,432
Alright
563
00:38:10,688 --> 00:38:13,248
Now we need to have the same
564
00:38:13,504 --> 00:38:15,552
Transition to play a fall as well
565
00:38:15,808 --> 00:38:16,576
There we go
566
00:38:16,832 --> 00:38:22,976
And so same sort of mentality here from stand to fall if ground is false
567
00:38:24,512 --> 00:38:26,816
And velocity why is
568
00:38:27,072 --> 00:38:28,608
Smaller than
569
00:38:29,376 --> 00:38:31,168
Negative .5
570
00:38:32,448 --> 00:38:34,240
Then go to playoff all right
571
00:38:34,496 --> 00:38:36,032
Then
572
00:38:36,288 --> 00:38:41,664
Same mentality going back right which is grounded = true
573
00:38:42,688 --> 00:38:48,320
Grand Eagles true go back now the problem is we have to interfere in transitions so that's all we need to say
574
00:38:48,576 --> 00:38:49,088
If
575
00:38:49,600 --> 00:38:50,880
Velocity x
576
00:38:51,648 --> 00:38:53,440
Is lesbian
577
00:38:53,696 --> 00:38:54,464
Point
578
00:38:54,976 --> 00:38:55,488
3
579
00:38:56,000 --> 00:38:57,536
Go back to play a stand
580
00:38:57,792 --> 00:38:59,072
Velocity
581
00:38:59,584 --> 00:39:00,608
Direct
582
00:39:00,864 --> 00:39:01,376
Is
583
00:39:01,888 --> 00:39:03,680
Greater than .3
584
00:39:04,192 --> 00:39:04,960
Go back to raw
585
00:39:05,984 --> 00:39:07,520
No exit time needed
586
00:39:07,776 --> 00:39:08,800
But either of those
587
00:39:10,080 --> 00:39:12,128
Yeah and that's it here
588
00:39:12,896 --> 00:39:16,480
Pretty fast transition zero fine with me
589
00:39:17,248 --> 00:39:19,040
Hello finally guys
590
00:39:19,552 --> 00:39:23,392
We also want to do is just make sure there's no exit time we're going to fall
591
00:39:24,416 --> 00:39:25,952
Sub-Zero that out
592
00:39:26,208 --> 00:39:32,352
Cleaners up there we go outside a bit clearer I like that
593
00:39:32,864 --> 00:39:34,144
Crawley
594
00:39:34,656 --> 00:39:37,216
Something like this spring these up a little
595
00:39:37,984 --> 00:39:41,312
So that there's a square here that's very pretty I like that
596
00:39:41,824 --> 00:39:42,592
Ok
597
00:39:42,848 --> 00:39:43,872
What's a little bit better
598
00:39:44,640 --> 00:39:45,664
Let's play here
599
00:39:46,432 --> 00:39:48,224
And take a look
600
00:39:52,064 --> 00:39:53,088
Good
601
00:39:58,208 --> 00:40:03,072
Very reactive I like it a lot it's a little bit snappy When I Fall so
602
00:40:03,584 --> 00:40:09,728
Ariel it's actually make this not so fast straight so play Run 2 player fall can be something
603
00:40:09,984 --> 00:40:13,312
1 a.m. player standard player fall
604
00:40:13,568 --> 00:40:16,896
That's ok play 0.1 is good to you so straight out
605
00:40:19,968 --> 00:40:22,016
Awesome
606
00:40:22,784 --> 00:40:28,928
Alright guys so it looks like a jump sound is working just fine
607
00:40:29,440 --> 00:40:35,584
There's a way to make you jump feel just a little bit better ok just a tiny bit better
608
00:40:35,840 --> 00:40:39,680
I like to do is side my player got a player jump
609
00:40:41,216 --> 00:40:42,496
And
610
00:40:43,520 --> 00:40:44,800
Make a sound effect
611
00:40:45,056 --> 00:40:48,896
For two feet touching the ground ok so you're a player here
612
00:40:49,408 --> 00:40:50,944
We know that sound 5
613
00:40:51,712 --> 00:40:54,016
Does all about footsteps something bad
614
00:40:55,040 --> 00:40:57,600
One play sound via another one
615
00:40:57,856 --> 00:40:58,624
Right here
616
00:40:59,136 --> 00:41:01,952
So tell me to fourth king the grand
617
00:41:04,000 --> 00:41:06,048
Australia now hopefully
618
00:41:15,776 --> 00:41:21,920
And I'll tell you I really don't like the volume of that jump sound so we can just really bring it down
619
00:41:22,176 --> 00:41:22,944
Play smarter Lake
620
00:41:23,968 --> 00:41:24,736
.1
621
00:41:25,248 --> 00:41:26,272
That's fine
622
00:41:27,808 --> 00:41:33,696
I wonder if we could find a different sound to be honest cos that sound is just weird I really don't like it
623
00:41:45,216 --> 00:41:51,360
That's kind of fun I like that I don't know why but I like it funny I like it a lot
624
00:41:51,872 --> 00:41:53,151
Ok let's play
625
00:42:07,999 --> 00:42:11,071
Ok so some of you might be wondering
626
00:42:11,327 --> 00:42:13,887
When you actually
627
00:42:14,143 --> 00:42:20,287
White to play a sound outside of the animator ok are you why we might want to do
628
00:42:20,543 --> 00:42:22,335
As I'm running here
629
00:42:23,103 --> 00:42:24,383
And I hit things
630
00:42:25,407 --> 00:42:28,735
If I sort of bounce off something it's going to play
631
00:42:29,503 --> 00:42:31,295
That sound
632
00:42:31,807 --> 00:42:36,671
And even I don't press the spacebar right so something like
633
00:42:37,439 --> 00:42:39,487
Let's see her something like this
634
00:42:41,535 --> 00:42:42,303
Yeah
635
00:42:53,311 --> 00:42:54,079
Ok
636
00:42:55,103 --> 00:42:57,919
So let's create a false sound now
637
00:42:58,431 --> 00:43:02,527
Let's see if we can get a grant from a male voice actor
638
00:43:07,391 --> 00:43:09,439
Male grunt
639
00:43:17,887 --> 00:43:19,679
Tell me download it
640
00:43:19,935 --> 00:43:23,775
And hopefully we can open this up this is an aiff
641
00:43:24,031 --> 00:43:30,175
And hopefully it'll open up inside of identity if you're having trouble opening this app to open with
642
00:43:30,431 --> 00:43:30,943
Audacity
643
00:43:31,455 --> 00:43:32,991
Hopefully at work
644
00:43:37,599 --> 00:43:39,903
That looks like it doesn't work for me
645
00:43:45,023 --> 00:43:47,583
So we can have two sounds
646
00:43:48,095 --> 00:43:49,119
This one
647
00:43:49,375 --> 00:43:50,399
Has a jump sound
648
00:43:57,823 --> 00:44:03,967
Alex sounds great let's export that what you do is export selected audio
649
00:44:04,223 --> 00:44:04,991
What is going to be
650
00:44:05,247 --> 00:44:09,087
Jump Mail Grant
651
00:44:09,855 --> 00:44:14,719
So now we're going to add a Grunt sound effect for the jump as well
652
00:44:15,743 --> 00:44:18,047
So let's go to sound
653
00:44:18,303 --> 00:44:20,863
4 years ago not using the slot for sound for
654
00:44:21,119 --> 00:44:24,191
So let's see if that sound actually imported
655
00:44:25,727 --> 00:44:27,775
Jump Mail Grant
656
00:44:28,031 --> 00:44:28,799
Scared
657
00:44:31,871 --> 00:44:35,711
Yeah there we go and then go to a jump and
658
00:44:36,735 --> 00:44:37,247
Honestly
659
00:44:38,015 --> 00:44:41,087
We can put it right about here first
660
00:44:41,599 --> 00:44:47,743
And we do play sound for an umbrella drag this over on top of the others to hear the reason I had
661
00:44:47,999 --> 00:44:50,047
Because it's sometimes hard to select it too
662
00:44:50,559 --> 00:44:52,863
There we go that's great
663
00:45:01,311 --> 00:45:03,871
Alright just a little little wild
664
00:45:04,895 --> 00:45:08,991
10-minute Street down the volume to 8.3
665
00:45:09,503 --> 00:45:10,015
Ripley
666
00:45:20,511 --> 00:45:21,791
Alright
667
00:45:24,351 --> 00:45:27,935
Still well aware I'm going to make it really settle
668
00:45:28,447 --> 00:45:30,751
Hammer 0.0008
669
00:45:46,879 --> 00:45:51,743
Now there is sometimes when you don't want to play a sound using are animator functions
670
00:45:51,999 --> 00:45:54,815
Self example the coins here
671
00:45:55,327 --> 00:46:01,471
When collecting a coin do not really being animated are they and there's no real animation that occurred
672
00:46:01,727 --> 00:46:02,239
When you collect
673
00:46:02,495 --> 00:46:04,031
The Collector budgies disappears
674
00:46:04,287 --> 00:46:06,591
So we can do is actually just go to the collectible here
675
00:46:06,847 --> 00:46:10,687
Double click on the script and very easily
676
00:46:10,943 --> 00:46:11,967
Just adding
677
00:46:13,759 --> 00:46:15,039
Sound effect
678
00:46:15,295 --> 00:46:16,063
To play
679
00:46:16,319 --> 00:46:17,343
When is collected
680
00:46:18,111 --> 00:46:20,159
So we're going to put it right here
681
00:46:20,415 --> 00:46:21,951
During the collision
682
00:46:22,207 --> 00:46:22,975
The object
683
00:46:23,231 --> 00:46:29,375
We don't have to put it inside of any of these if statement here weather is a coin l2m or whatever
684
00:46:29,631 --> 00:46:31,679
Play the new player that instance
685
00:46:31,935 --> 00:46:35,519
SFX audio source play one shot
686
00:46:37,567 --> 00:46:38,591
And then
687
00:46:38,847 --> 00:46:41,151
Collection sound
688
00:46:41,407 --> 00:46:44,735
And also
689
00:46:44,991 --> 00:46:51,135
Collection sound volume
690
00:46:51,391 --> 00:46:53,439
Tower Pier
691
00:46:54,463 --> 00:46:58,303
In Adam good job good thinking serialise
692
00:46:58,559 --> 00:46:59,071
Field
693
00:46:59,327 --> 00:47:03,167
And then I can be a private audio clip
694
00:47:03,423 --> 00:47:09,567
And it is going to be called collection sound you guessed it and then also we're going to copy this paste
695
00:47:09,823 --> 00:47:15,967
Where to do a float and then we're going to be collection sound in this by default is going to be one ok
696
00:47:16,479 --> 00:47:21,855
Now we also need to make sure that we check to see if this is no ok so we need to say if
697
00:47:22,623 --> 00:47:24,927
There's even a collection sound
698
00:47:25,183 --> 00:47:27,999
So if collection sound is not equal no
699
00:47:28,255 --> 00:47:33,631
Then play the collection sound another way of writing this if statement is
700
00:47:33,887 --> 00:47:36,703
Just saying if collection sound
701
00:47:36,959 --> 00:47:37,727
That's about it
702
00:47:39,007 --> 00:47:41,055
So now we're going a unity
703
00:47:41,311 --> 00:47:47,455
And hopefully the point of using prefabs is becoming more and more clear now
704
00:47:47,967 --> 00:47:52,063
If I wanted to add a sound effect to let's say
705
00:47:53,599 --> 00:47:58,975
Are coins if I didn't have prefabs I'd have to drag a collection sound
706
00:47:59,487 --> 00:48:01,535
So let's say it's going to be this down here
707
00:48:02,047 --> 00:48:08,191
To every single free verb and I would go crazy right and then I'll quit making
708
00:48:08,447 --> 00:48:14,591
Forever so let's just click the arrow in jump inside of a prefab
709
00:48:14,847 --> 00:48:17,151
How we can simply add in that sound effect
710
00:48:17,407 --> 00:48:22,527
So which one we like this coins will see her know
711
00:48:28,671 --> 00:48:31,999
Cannibal sound selling Mario so I'm going to do that
712
00:48:32,511 --> 00:48:37,887
Clutch and sound of 3 and a 1 and 3 so loud 2.4 is good let's say that out
713
00:48:38,655 --> 00:48:41,727
And see how it sounds to play
714
00:48:44,031 --> 00:48:47,359
Awesome
715
00:48:54,271 --> 00:48:57,087
See hear
716
00:48:58,111 --> 00:48:59,647
That's great I like that
717
00:48:59,903 --> 00:49:06,047
Not say anything guys we could actually have some kind of random volume as well so it doesn't sound
718
00:49:06,303 --> 00:49:10,143
So static and on variable all the time
719
00:49:10,399 --> 00:49:16,543
So we can do is actually x the collection sound volume by a random range multiplier
720
00:49:16,799 --> 00:49:22,943
Right we could do .8 f and then wine PT 4F so what's going to happen
721
00:49:23,199 --> 00:49:29,343
Multiply the collection sound by 0.80% of 1.4
722
00:49:29,599 --> 00:49:30,879
If that makes sense
723
00:49:31,135 --> 00:49:37,279
In another princess is here and we got ourselves a nice sort of random sound
724
00:49:37,535 --> 00:49:38,047
Volume
725
00:49:39,071 --> 00:49:41,375
As reflecting these
726
00:49:44,191 --> 00:49:47,007
Awesome
727
00:49:47,263 --> 00:49:52,383
Very cool I like it a lot let's treat that volume down just a little bit more 20.1
728
00:49:52,639 --> 00:49:54,431
Can't let it play incy I sound
729
00:49:55,199 --> 00:49:58,527
There we go
730
00:50:00,063 --> 00:50:01,599
Much better
731
00:50:06,975 --> 00:50:13,119
Ok so we've got some sound effects for collecting our gems
732
00:50:13,631 --> 00:50:19,775
So hopefully now you can maybe understand why weed want to use a collectible script
733
00:50:20,031 --> 00:50:26,175
Help and 4 coins in keys even because now we can add sound effects to pretty much anything
734
00:50:26,431 --> 00:50:28,991
So if we go to our health here
735
00:50:29,247 --> 00:50:30,783
The collection sound
736
00:50:31,295 --> 00:50:35,135
Guinness add a sound effect from our sounds
737
00:50:35,391 --> 00:50:38,207
Tell something Hitler
738
00:50:38,719 --> 00:50:40,767
Something can a positive phrase
739
00:50:41,535 --> 00:50:42,559
Something like this
740
00:50:43,583 --> 00:50:49,727
And sound can be the vine give you about .5 so that and then the same is true for this key
741
00:50:49,983 --> 00:50:50,495
Right
742
00:50:50,751 --> 00:50:52,031
We can also
743
00:50:52,287 --> 00:50:54,335
Have a collection sound for the key
744
00:50:55,871 --> 00:51:00,223
The song of Sound shows and put it over there and it's
745
00:51:00,479 --> 00:51:02,271
And now we can have play in
746
00:51:02,527 --> 00:51:04,063
Tester.com works
747
00:51:28,127 --> 00:51:31,711
So we can decrease the volume of the health care
748
00:51:33,759 --> 00:51:35,807
Just a little bit jumping over prefab
749
00:51:36,063 --> 00:51:38,367
Changed about .2 and save it
750
00:51:39,647 --> 00:51:41,951
It's so what about some sound effects for
751
00:51:42,207 --> 00:51:45,279
Maybe our enemies as they get hurt
752
00:51:45,791 --> 00:51:46,303
Wallet
753
00:51:46,815 --> 00:51:48,607
Go inside of the enemy script
754
00:51:49,375 --> 00:51:54,239
And by the way I'm just going to create two new
755
00:51:54,495 --> 00:51:56,031
Audio clips here
756
00:51:56,799 --> 00:52:01,663
And when you create a new section of this section sound effects
757
00:52:04,223 --> 00:52:06,015
Hennessy here
758
00:52:06,271 --> 00:52:08,063
Let's create a
759
00:52:09,087 --> 00:52:10,879
Serializefield
760
00:52:12,159 --> 00:52:17,535
Going to be private audio clip and it's going to be hurt sound ok
761
00:52:17,791 --> 00:52:20,607
Happy there and then death sound
762
00:52:22,143 --> 00:52:28,287
So we have needs to sound effects and now I need to find a way to play them correctly we don't really have a fun
763
00:52:28,543 --> 00:52:34,687
Are anime script that caused the player to show an effect of getting hurt
764
00:52:34,943 --> 00:52:39,039
It really happens when we hit the player is there health decreases
765
00:52:39,551 --> 00:52:45,695
So what we can do is actually create a new function we're going to call this public void hurt
766
00:52:45,951 --> 00:52:47,743
And
767
00:52:48,255 --> 00:52:50,815
Type health - = 1
768
00:52:51,071 --> 00:52:55,935
Animal play that sound effect new player that incidents
769
00:52:56,703 --> 00:53:00,799
SFX audio that play one shot
770
00:53:01,055 --> 00:53:02,847
NN hurt sound
771
00:53:05,151 --> 00:53:06,687
Alright
772
00:53:06,943 --> 00:53:13,087
So this function is not going to be called anywhere curly nothing really cause this
773
00:53:13,343 --> 00:53:13,855
Function
774
00:53:14,367 --> 00:53:17,439
Now it should be called remember
775
00:53:18,207 --> 00:53:22,559
From the attack box Script if you can take a look the attack box
776
00:53:23,071 --> 00:53:25,375
Basically just decreases the health right
777
00:53:25,631 --> 00:53:27,167
So instead
778
00:53:27,679 --> 00:53:29,471
Have using this script
779
00:53:30,751 --> 00:53:36,895
Rihanna copy it and we're going to say enemy
780
00:53:37,663 --> 00:53:38,431
Put
781
00:53:38,943 --> 00:53:43,551
So now you're calling the Script here
782
00:53:43,807 --> 00:53:47,135
Same sort of thing it said now we can actually play that cuts out
783
00:53:49,183 --> 00:53:55,071
Also attack box if you really wanted to we can actually pass through new player
784
00:53:55,327 --> 00:53:56,351
The Instance
785
00:53:57,887 --> 00:54:01,727
Attack Power which currently is set to 1
786
00:54:01,983 --> 00:54:04,799
Well we're getting a little bug hear it
787
00:54:05,055 --> 00:54:11,199
Saying that we don't have that primitive able to us which is true if we got our enemy here we need to make sure
788
00:54:11,455 --> 00:54:14,271
We put that primary there which is attack power
789
00:54:15,039 --> 00:54:16,575
And by the fourth can be one
790
00:54:17,087 --> 00:54:19,647
And then just said this to attack power
791
00:54:20,671 --> 00:54:21,183
Ok
792
00:54:21,439 --> 00:54:27,583
So now we have the hurt sound available to be played and then we also want that jet sound to be played
793
00:54:27,839 --> 00:54:28,863
Which will happen
794
00:54:29,887 --> 00:54:30,911
Here
795
00:54:31,167 --> 00:54:36,287
New player instance SFX audio
796
00:54:36,543 --> 00:54:38,079
Play one shot
797
00:54:38,591 --> 00:54:39,871
Death sound
798
00:54:40,383 --> 00:54:44,991
Why is it happening there because if health is smaller than or equal to 0
799
00:54:45,247 --> 00:54:47,551
The first going to play the jet sound
800
00:54:48,319 --> 00:54:51,135
And then we're going to destroy the object
801
00:54:51,647 --> 00:54:53,951
Sorted save in trial the cell
802
00:54:56,255 --> 00:54:59,071
First thing we need to do is jump into enemy prefab
803
00:54:59,583 --> 00:55:01,887
Find a sound effect we like
804
00:55:05,727 --> 00:55:07,775
Let's see hear explosions
805
00:55:10,079 --> 00:55:13,919
We could do a short life something like this
806
00:55:15,455 --> 00:55:17,247
Anna hurt sound
807
00:55:18,015 --> 00:55:24,159
Could you let see hear something like that just for now and save it out
808
00:55:24,415 --> 00:55:24,927
Currency
809
00:55:25,183 --> 00:55:27,487
Everything is working properly
810
00:55:30,303 --> 00:55:36,447
Alright so I love the explosion sound
811
00:55:36,703 --> 00:55:38,495
I don't like the
812
00:55:39,519 --> 00:55:43,359
Impact sound in back sounds
813
00:56:06,655 --> 00:56:10,495
I don't really like any other sounds here so let's see here
814
00:56:10,751 --> 00:56:12,287
Is there a melee
815
00:56:12,799 --> 00:56:14,847
See if there's a better sound
816
00:56:15,359 --> 00:56:20,991
That's the sound a like I love that one
817
00:56:21,247 --> 00:56:22,271
There we go
818
00:56:22,527 --> 00:56:23,551
Save it
819
00:56:26,367 --> 00:56:32,511
There we go that's
820
00:56:32,767 --> 00:56:38,911
Great just way for now
821
00:56:41,727 --> 00:56:47,871
Just for some simple sounds a little bit loud so we can use the same now
822
00:56:48,127 --> 00:56:54,271
We've been using this whole time basically we add a volume so death sound volume
823
00:56:56,575 --> 00:57:02,719
And also we're gonna have a hurt sound volume does variables do not exist
824
00:57:02,975 --> 00:57:05,279
Quite yet so we're just going to go Pier
825
00:57:05,791 --> 00:57:07,071
Happy bees
826
00:57:07,839 --> 00:57:10,399
We are making floats
827
00:57:13,215 --> 00:57:15,007
And
828
00:57:16,287 --> 00:57:19,615
Change the volume to volume next to
829
00:57:20,127 --> 00:57:22,943
In by The Fall going to be worn
830
00:57:23,711 --> 00:57:29,599
We definitely don't want them to support 20 cos they will be confused if we forget to set the volume
831
00:57:31,391 --> 00:57:31,903
Ok
832
00:57:32,159 --> 00:57:33,695
Under enemy here
833
00:57:34,207 --> 00:57:36,511
And just make sure we can adjust these
834
00:57:36,767 --> 00:57:39,839
Vines accordingly 2.4 that's great
835
00:57:40,351 --> 00:57:43,679
NN PT 3 4 death sound sounds about right
836
00:57:43,935 --> 00:57:45,471
No save it and hopefully here
837
00:58:00,319 --> 00:58:01,599
Theragun
838
00:58:03,135 --> 00:58:09,279
Alright so what are we going to head and figure out a hurts
839
00:58:10,047 --> 00:58:13,375
For the player as well well
840
00:58:13,631 --> 00:58:18,495
Northern thinking about it I know that I want the player to also show an effect
841
00:58:18,751 --> 00:58:19,519
When he gets hurt
842
00:58:19,775 --> 00:58:23,615
Right so what I want to do is go to my player
843
00:58:24,127 --> 00:58:26,431
In a minute create a new animation
844
00:58:29,759 --> 00:58:34,111
In America this player hurt
845
00:58:34,879 --> 00:58:35,903
That sounds about right
846
00:58:36,415 --> 00:58:39,231
Ok and I'm going to hit the record
847
00:58:39,487 --> 00:58:40,255
Button
848
00:58:40,767 --> 00:58:43,839
Anything what I'm going to do is I'm going to actually
849
00:58:45,119 --> 00:58:46,399
Just disable
850
00:58:46,911 --> 00:58:48,959
All of the graphics
851
00:58:49,215 --> 00:58:50,495
Now this is
852
00:58:51,007 --> 00:58:52,543
Skeletal system
853
00:58:53,311 --> 00:58:54,335
And so
854
00:58:54,591 --> 00:58:56,127
We don't want to see what that
855
00:58:56,639 --> 00:58:58,431
But we can certainly just disable
856
00:59:01,759 --> 00:59:03,295
These actual
857
00:59:05,343 --> 00:59:08,159
Sprite skins so if I just
858
00:59:08,671 --> 00:59:13,023
Disable the Sprite renderer well ok and then I just quickly pop it back
859
00:59:18,399 --> 00:59:23,775
Basically what happened is he just going to pop out of existence for a split second right
860
00:59:24,543 --> 00:59:30,687
Can also just add the sound effects so playsound six I think that I work
861
00:59:30,943 --> 00:59:31,455
See her
862
00:59:31,967 --> 00:59:34,015
Yeah we don't have any sounds for sex yet
863
00:59:34,271 --> 00:59:37,087
Scooby-Doo just one sound
864
00:59:37,343 --> 00:59:38,623
And then
865
00:59:39,391 --> 00:59:41,439
Let's do a negative sound really
866
00:59:41,695 --> 00:59:45,791
Painful sound too painful
867
00:59:46,047 --> 00:59:47,839
That's good I like that one
868
00:59:48,351 --> 00:59:54,495
So drunk that sounds 6 mate so little too loud so we're going to make a .6 k
869
00:59:54,751 --> 00:59:56,287
And
870
00:59:56,543 --> 01:00:01,663
That's all set up ready to go to the only thing left to do guys is just go there and M here
871
01:00:02,431 --> 01:00:03,711
And you can see here
872
01:00:04,991 --> 01:00:07,039
Do we have player hurt here
873
01:00:08,319 --> 01:00:11,135
In what we can do is actually just go from any state
874
01:00:11,391 --> 01:00:12,415
Two player hurt
875
01:00:13,695 --> 01:00:15,999
So I'm in a click make transaction
876
01:00:17,023 --> 01:00:19,071
So I'm gonna go ahead and right click
877
01:00:19,327 --> 01:00:25,471
Cheers mate transition and there's going to be no exit time it's going to be instantaneous
878
01:00:25,727 --> 01:00:27,007
So no transition
879
01:00:27,263 --> 01:00:30,591
And the condition is going to be f
880
01:00:30,847 --> 01:00:31,359
Hurt
881
01:00:31,615 --> 01:00:34,431
Remember we created this little hurt
882
01:00:34,687 --> 01:00:35,711
Trigger here
883
01:00:37,759 --> 01:00:41,087
Well it's going to go to the player and then it's going to immediately come back
884
01:00:41,599 --> 01:00:43,135
Two player stand
885
01:00:44,415 --> 01:00:48,767
After an exit time of around .3 seconds
886
01:00:49,535 --> 01:00:52,607
In a transition of pt 25 at sounds about right
887
01:00:52,863 --> 01:00:55,423
How to make sure player hurt is inside the loop
888
01:00:55,679 --> 01:00:57,983
Ok good save it out
889
01:00:58,239 --> 01:01:03,359
And now before we finish up this little section here
890
01:01:03,615 --> 01:01:05,663
I'm just going to go to my new player script
891
01:01:05,919 --> 01:01:08,479
And I'm going to look at where I'm getting hurt
892
01:01:09,247 --> 01:01:10,527
Let's see here
893
01:01:13,599 --> 01:01:19,743
And I'm going to find out where we can fire this well I know when I go to my enemy here
894
01:01:19,999 --> 01:01:23,071
I'm touching the player this enemy is touching the player
895
01:01:23,327 --> 01:01:25,119
Ennis collision function
896
01:01:25,375 --> 01:01:29,983
We can see here that we have a few lines of code that are occurring
897
01:01:30,495 --> 01:01:36,639
So when are we just combine all of these for copying and delete them and they just go new players that are insane
898
01:01:36,895 --> 01:01:38,687
Hurt right
899
01:01:38,943 --> 01:01:40,991
And then we can go to the new player
900
01:01:41,247 --> 01:01:42,783
Ring create a new
901
01:01:43,039 --> 01:01:47,647
Function public void spirit
902
01:01:47,903 --> 01:01:52,511
Pay scales in any way when we just go ahead and go animator set Trigger
903
01:01:53,535 --> 01:01:55,071
Hurt
904
01:01:56,095 --> 01:01:56,863
Hopefully
905
01:01:58,143 --> 01:01:58,655
That'll do
906
01:01:58,911 --> 01:02:00,703
Celtic play here
907
01:02:10,175 --> 01:02:11,199
Let's get hurt
908
01:02:15,807 --> 01:02:21,951
Oh better ok good got her again so I think it's working
909
01:02:22,207 --> 01:02:24,767
A few issues with a collisions though
910
01:02:27,327 --> 01:02:29,375
Works just fine
911
01:02:30,399 --> 01:02:36,543
Ok so we can now get hurt by the enemies there's a couple of things that will need 8-week there to make it a little bit better
912
01:02:36,799 --> 01:02:39,103
So fireworks just fine
913
01:02:39,871 --> 01:02:40,639
Hand
914
01:02:41,151 --> 01:02:46,271
How to do that really hurts
915
01:02:46,527 --> 01:02:47,551
Ok
916
01:02:48,063 --> 01:02:49,855
So far so good
68324
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