All language subtitles for 56. Adding SFX - Part 1

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian Download
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:01,792 The game is in 2 00:00:02,048 --> 00:00:06,656 Good shape or at least better shape than it was but we're still missing one big thing in 3 00:00:07,168 --> 00:00:07,936 Is sound effects 4 00:00:08,448 --> 00:00:11,520 Salt we're going to get started on the sound effects and it's probably going to take 5 00:00:11,776 --> 00:00:14,080 A couple of lessons to get everything in place 6 00:00:14,592 --> 00:00:18,176 And I'll just noticed before we start that it is very difficult 7 00:00:18,432 --> 00:00:18,944 Define 8 00:00:19,200 --> 00:00:19,968 Asset 9 00:00:20,224 --> 00:00:22,272 Four sounds that are properly licenced 10 00:00:22,784 --> 00:00:25,088 Such that I can distribute them to 11 00:00:25,600 --> 00:00:29,696 So I'm going to do the best that I can with the assets I can find 12 00:00:29,952 --> 00:00:33,536 But please note that if you want to make the 13 00:00:33,792 --> 00:00:34,304 Sounds 14 00:00:34,560 --> 00:00:36,352 A little bit nicer a little bit better 15 00:00:36,608 --> 00:00:40,448 I would encourage you to go sitting outside and effects online on your own 16 00:00:40,960 --> 00:00:41,984 And plug goes in 17 00:00:42,240 --> 00:00:43,776 Where you see fit 18 00:00:44,032 --> 00:00:47,616 I'll show you the basics of how you can implement sounds in the engine 19 00:00:47,872 --> 00:00:48,896 And then you can 20 00:00:49,408 --> 00:00:50,944 Change out the sounds as you 21 00:00:51,712 --> 00:00:55,040 So the sound effects pack that were going to be working with is from Kenny 22 00:00:55,296 --> 00:00:57,856 Same as the art assets that were using 23 00:00:59,136 --> 00:00:59,648 Kenny 24 00:00:59,904 --> 00:01:01,933 Houses that are nice because they are typically public domain 25 00:01:01,935 --> 00:01:04,284 Subtitled by online-courses.club We compress knowledge for you! 26 00:01:04,284 --> 00:01:08,864 Which is the reason why I can just take those files and redistribute them to you 27 00:01:09,376 --> 00:01:13,472 Hall without even necessarily giving out of the ocean so these are public domain 28 00:01:13,728 --> 00:01:17,568 Which means that you can use them for whatever purpose that you want including commercial purpose 29 00:01:18,080 --> 00:01:19,616 And we're going to be downloading 30 00:01:19,872 --> 00:01:20,896 Impact sound 31 00:01:21,152 --> 00:01:21,664 Affect 32 00:01:21,920 --> 00:01:22,944 From the app 33 00:01:23,456 --> 00:01:23,968 Avatar 34 00:01:24,224 --> 00:01:27,552 The zip file as a resource to this lesson so 35 00:01:27,808 --> 00:01:29,088 You can just download it from there 36 00:01:29,344 --> 00:01:34,464 But I encourage you to go to kenny's website and just check out all of the things that are available for you 37 00:01:34,976 --> 00:01:36,512 Someone's you've downloaded Dad 38 00:01:36,768 --> 00:01:38,560 Impact sounds in 39 00:01:38,816 --> 00:01:40,096 Go ahead and 40 00:01:40,352 --> 00:01:41,376 Extracted to 41 00:01:41,632 --> 00:01:42,912 A folder of your choice 42 00:01:43,424 --> 00:01:46,240 And when I gave you putting all of the sounds in our 43 00:01:46,496 --> 00:01:47,520 Game directory 44 00:01:47,776 --> 00:01:50,080 Only going to include the sounds that were actually going 45 00:01:50,592 --> 00:01:53,664 And the first set of sounds that were going to grab 46 00:01:53,920 --> 00:01:56,224 Are these footstep carpet sound 47 00:01:56,736 --> 00:02:00,832 Now we're not going to use the sound effects for footsteps rather we're going to use them for 48 00:02:01,088 --> 00:02:03,904 Impacts with enemies someone that enemies good head 49 00:02:04,160 --> 00:02:04,928 I'm going to play 50 00:02:05,440 --> 00:02:07,488 This is because it sounds nice and Chunky 51 00:02:07,744 --> 00:02:11,840 And I think it'll work well so go ahead and just select all of the foot step carpet sounds here 52 00:02:12,096 --> 00:02:12,864 Selfie 53 00:02:13,120 --> 00:02:15,680 Carpet drag Oliver's over into the file system 54 00:02:15,936 --> 00:02:17,216 Sound now we have 55 00:02:17,472 --> 00:02:18,240 Audio 56 00:02:18,496 --> 00:02:19,008 Tiles 57 00:02:19,520 --> 00:02:22,848 How many create a new folder in the assets directory here 58 00:02:23,104 --> 00:02:26,432 So new folder and where can I call this audio 59 00:02:27,712 --> 00:02:32,064 And I hadn't just drag all of those footsteps sounds into the audio director 60 00:02:32,576 --> 00:02:35,648 Alright so the basically that we play sound effects is like 61 00:02:35,904 --> 00:02:37,952 I'm going to go ahead and go to my 62 00:02:38,464 --> 00:02:38,976 Enemy 63 00:02:39,488 --> 00:02:40,768 My basic anime scene 64 00:02:41,536 --> 00:02:42,304 Open it 65 00:02:42,560 --> 00:02:46,144 And I can add at the following so I can add a 66 00:02:46,400 --> 00:02:47,936 Audio stream player 67 00:02:48,448 --> 00:02:50,752 And we're going to use an audio stream player to die 68 00:02:52,288 --> 00:02:57,664 The way that you play Sounds is with these audiostream playing out so there's an audio stream player to die 69 00:02:57,920 --> 00:03:00,224 And is also in audio stream player 70 00:03:00,736 --> 00:03:04,320 In the big difference between these is that the audio stream player to die 71 00:03:04,576 --> 00:03:05,600 Will change 72 00:03:05,856 --> 00:03:08,160 Volume depending on the distance 73 00:03:08,416 --> 00:03:09,952 From the centre of the camera 74 00:03:10,208 --> 00:03:13,792 So since this is a 2D no they can have a position in world space 75 00:03:14,048 --> 00:03:18,656 An opposition will be used to determine the volume fall off of The Sound of 76 00:03:19,168 --> 00:03:22,240 We will use the audio stream player for a couple of things but 77 00:03:22,496 --> 00:03:24,800 We're going to give the audio stream player to die for now 78 00:03:25,056 --> 00:03:25,568 And 79 00:03:25,824 --> 00:03:27,872 What you can do in the Austrian player today 80 00:03:28,128 --> 00:03:33,248 Is you can supply a stream so I'm just going to go ahead and drag over the footstep carp 81 00:03:33,504 --> 00:03:34,528 Boujee 82 00:03:35,040 --> 00:03:36,064 What's the carpet 0 83 00:03:36,576 --> 00:03:40,672 And we can change the volume in here and we can change the max distance 84 00:03:40,928 --> 00:03:43,488 I'm going to turn the max distance to something like 85 00:03:44,768 --> 00:03:46,304 Because our 86 00:03:46,816 --> 00:03:49,632 Our game is not very big in terms of pixel count so 87 00:03:49,888 --> 00:03:56,032 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 88 00:03:56,288 --> 00:03:59,616 Close so really is 300 that's going to be a little bit better 89 00:03:59,872 --> 00:04:02,176 And then the attenuation that's the curve 90 00:04:02,432 --> 00:04:02,944 4 91 00:04:03,456 --> 00:04:05,248 Loudest sound Falls 92 00:04:05,760 --> 00:04:08,832 So similar to our animation I can make the sound 93 00:04:09,088 --> 00:04:09,600 Loud 94 00:04:09,856 --> 00:04:12,416 For some of the distance and then drop off faster 95 00:04:12,672 --> 00:04:14,208 Or I can make the drop 96 00:04:15,488 --> 00:04:19,583 The default is linear so you can right click this by the way and select one of these 97 00:04:19,839 --> 00:04:21,119 Curves if you want 98 00:04:21,375 --> 00:04:23,423 I'm just gonna leave it at Leonardo because that 99 00:04:23,679 --> 00:04:24,959 Default works just 100 00:04:25,471 --> 00:04:29,567 Ok and those were the main settings we have AutoPlay and player 101 00:04:30,335 --> 00:04:31,871 If you turn on playing your hair 102 00:04:32,127 --> 00:04:32,639 Through the Edit 103 00:04:33,407 --> 00:04:37,759 And AutoPlay just means that it will play as soon as it enters the Scene 3 104 00:04:38,271 --> 00:04:41,087 In the last important setting is the bus 105 00:04:41,343 --> 00:04:43,391 Now let's take a look at bus 106 00:04:43,903 --> 00:04:44,415 So 107 00:04:44,671 --> 00:04:45,439 I'm going to go to 108 00:04:45,695 --> 00:04:47,743 To the audio tab at the bottom here 109 00:04:47,999 --> 00:04:50,047 And these are our buses 110 00:04:50,559 --> 00:04:52,863 And we already have a master bus by The Fall 111 00:04:54,143 --> 00:04:59,007 What is a bus a bus is essentially a place where all the audio film 112 00:04:59,775 --> 00:05:03,359 So by the fog all of the audio flush through the master bus 113 00:05:03,615 --> 00:05:08,991 And in the bus I can change the volume so I can change the master volume of my game 114 00:05:09,247 --> 00:05:11,807 I bringing this DB value down 115 00:05:12,063 --> 00:05:14,111 And that would make my game over all quiet 116 00:05:14,623 --> 00:05:17,439 I can also add various effects and that would have 117 00:05:17,695 --> 00:05:19,743 Every single sound going through 118 00:05:20,255 --> 00:05:21,279 The bus 119 00:05:21,535 --> 00:05:23,327 Buses are pretty power 120 00:05:23,839 --> 00:05:26,655 And what we can do if we can do ad bus 121 00:05:26,911 --> 00:05:28,191 To create a noob 122 00:05:29,471 --> 00:05:31,519 We can name this bus how's everyone 123 00:05:31,775 --> 00:05:34,079 And also apply individual 124 00:05:34,335 --> 00:05:35,103 Affect 125 00:05:35,359 --> 00:05:36,383 Here as well 126 00:05:36,639 --> 00:05:38,687 And then at the bottom of our bus 127 00:05:38,943 --> 00:05:41,247 We can select which bus it connects 128 00:05:41,503 --> 00:05:42,015 2 129 00:05:42,271 --> 00:05:44,063 So if we only have 2 buses 130 00:05:44,319 --> 00:05:46,367 It's going to connect to the master but so that means 131 00:05:46,623 --> 00:05:48,671 After a sound flows through this 132 00:05:49,183 --> 00:05:49,951 It's going to be pi 133 00:05:50,207 --> 00:05:54,559 Into the master bus and then have all the master effects and volume 134 00:05:55,583 --> 00:05:56,351 As well 135 00:05:56,607 --> 00:05:58,143 So it's basically like a chain 136 00:05:59,423 --> 00:06:01,727 Settings or effects to apply 137 00:06:01,983 --> 00:06:03,007 2 138 00:06:03,519 --> 00:06:06,079 So actually going to have two bosses here less Creed 2 139 00:06:06,335 --> 00:06:07,615 Create one 140 00:06:07,871 --> 00:06:09,407 The first bus let's call 141 00:06:09,919 --> 00:06:10,687 SFX 142 00:06:10,943 --> 00:06:12,479 And the second bus was called new 143 00:06:13,247 --> 00:06:15,551 And he's are both gonna pipe into mass 144 00:06:15,807 --> 00:06:18,111 So these are going to be independent of each other 145 00:06:18,367 --> 00:06:19,647 I could for example 146 00:06:19,903 --> 00:06:21,183 Set the music 147 00:06:21,439 --> 00:06:24,255 What's the pipe into the SFX but I don't want that to happen 148 00:06:24,511 --> 00:06:26,815 Why because we're going to be able to have 149 00:06:27,071 --> 00:06:28,095 With this setup 150 00:06:28,351 --> 00:06:31,679 Two different volume sliders for sound effects in army 151 00:06:32,191 --> 00:06:36,543 That means that we can allow the user to change the volume of the music and the volume of the SFX 152 00:06:36,799 --> 00:06:37,311 Separate 153 00:06:37,823 --> 00:06:41,919 So what does configured let's go back to our audio stream player in arm 154 00:06:42,943 --> 00:06:43,455 And 155 00:06:43,711 --> 00:06:45,759 Which change the bus to SF 156 00:06:46,271 --> 00:06:49,343 So now there's audio stream player is going to play that sound 157 00:06:49,599 --> 00:06:51,135 Through that SFX bus 158 00:06:51,391 --> 00:06:54,719 Ok so that's a basic overview of the set-up 159 00:06:54,975 --> 00:06:57,023 I actually get the sound to play wow 160 00:06:57,535 --> 00:06:59,071 In my basic 161 00:06:59,583 --> 00:07:01,375 I want to play the sound if I 162 00:07:01,887 --> 00:07:02,399 Hit 163 00:07:03,423 --> 00:07:03,935 Turn 164 00:07:04,191 --> 00:07:06,751 I'm going to hide the audio panel by clicking 165 00:07:07,007 --> 00:07:08,287 The audio but not the bar 166 00:07:08,799 --> 00:07:10,335 And we don't really have a wee 167 00:07:10,591 --> 00:07:11,615 Detecting if 168 00:07:11,871 --> 00:07:12,639 Vienna 169 00:07:12,895 --> 00:07:14,943 Is hips I'm going to open up their heart box 170 00:07:15,199 --> 00:07:15,711 Component 171 00:07:15,967 --> 00:07:16,991 Script by Claire 172 00:07:17,247 --> 00:07:17,759 I'm in here 173 00:07:18,015 --> 00:07:22,623 And but we could do is we could just connect to the area entered signal 174 00:07:22,879 --> 00:07:24,415 All this hurt Buxton point 175 00:07:24,671 --> 00:07:27,487 But we have a couple of texts in here which means that 176 00:07:27,743 --> 00:07:30,047 The hitman and Her being registered 177 00:07:30,303 --> 00:07:30,815 So 178 00:07:31,071 --> 00:07:34,911 I'm actually going to create a new signal in the heart box component at the top 179 00:07:35,167 --> 00:07:36,959 I'm going to call it signal 180 00:07:37,471 --> 00:07:37,983 Get 181 00:07:38,239 --> 00:07:39,007 Just like so 182 00:07:40,031 --> 00:07:42,079 And at the end of the on area entered funk 183 00:07:42,335 --> 00:07:43,359 I'm going to do it 184 00:07:46,175 --> 00:07:47,711 That hit singer 185 00:07:48,223 --> 00:07:49,759 And now on my face again meow 186 00:07:50,015 --> 00:07:51,039 Open up that's 187 00:07:51,551 --> 00:07:54,367 In my base Academy I can override a ready method 188 00:07:55,647 --> 00:07:56,415 I don't I can say 189 00:07:56,671 --> 00:07:58,463 Hurt box component 190 00:07:58,719 --> 00:07:59,999 It that connects 191 00:08:00,767 --> 00:08:01,279 On 192 00:08:01,535 --> 00:08:02,047 Hit 193 00:08:02,815 --> 00:08:04,863 And then I'm going to create that function on here 194 00:08:05,887 --> 00:08:08,703 Then I'm going to play the audio stream playlist 195 00:08:08,959 --> 00:08:10,751 Dolla sign audio stream player to 196 00:08:11,263 --> 00:08:12,031 Start play 197 00:08:12,799 --> 00:08:14,335 And so now for play the game 198 00:08:14,591 --> 00:08:16,639 I should hear that sound every time 199 00:08:16,895 --> 00:08:17,663 The enemy gets here 200 00:08:21,247 --> 00:08:21,759 Scenario 201 00:08:22,271 --> 00:08:23,039 So that's bass 202 00:08:23,551 --> 00:08:25,599 Set up for sound effects now 203 00:08:25,855 --> 00:08:27,391 We have a number of 4 204 00:08:27,647 --> 00:08:28,415 Carpet sounds 205 00:08:28,671 --> 00:08:30,463 And we want to play 206 00:08:30,719 --> 00:08:31,231 Anyone 207 00:08:31,487 --> 00:08:31,999 Please write 208 00:08:32,255 --> 00:08:33,023 But how do we do there 209 00:08:33,279 --> 00:08:35,583 Set the audio stream Player only 210 00:08:35,839 --> 00:08:37,375 Support for onestream 211 00:08:37,631 --> 00:08:40,191 We have a couple of options we can create 212 00:08:40,447 --> 00:08:46,591 In audio stream player 2D for each sound and then randomly play it so that we get variation in the sound 213 00:08:47,615 --> 00:08:50,175 Or we can create something like a component 214 00:08:50,687 --> 00:08:51,455 To handle 215 00:08:51,967 --> 00:08:52,479 That 216 00:08:52,991 --> 00:08:53,503 For us 217 00:08:53,759 --> 00:08:57,087 And I think we're going to create a component so let's Create 218 00:08:57,599 --> 00:08:58,367 Can you sing 219 00:08:58,623 --> 00:08:59,647 With controller 220 00:09:00,159 --> 00:09:01,951 What's my favourite type of 221 00:09:02,463 --> 00:09:03,231 Audio 222 00:09:03,999 --> 00:09:05,023 Stream player to 223 00:09:06,303 --> 00:09:08,351 I'm going to collect random stream player 224 00:09:08,607 --> 00:09:10,655 2D component just to be 225 00:09:10,911 --> 00:09:14,239 Consistent with our naming so random stream player to decompose 226 00:09:14,495 --> 00:09:16,031 I know the dad's very long 227 00:09:16,287 --> 00:09:20,127 But will work with it and I'm going to save it and seems 228 00:09:20,383 --> 00:09:21,151 And save it 229 00:09:21,407 --> 00:09:23,967 Let's go headlight out of script that as well 230 00:09:25,247 --> 00:09:25,759 Ok 231 00:09:26,015 --> 00:09:27,807 So let's do this first let 232 00:09:28,063 --> 00:09:28,831 Export 233 00:09:30,623 --> 00:09:33,183 Stream array so will call it streams 234 00:09:33,439 --> 00:09:35,487 And that's going to be an array of type 235 00:09:35,999 --> 00:09:37,023 Audio stream 236 00:09:40,095 --> 00:09:40,863 Just like so 237 00:09:41,375 --> 00:09:42,911 And then we're going to create 238 00:09:43,167 --> 00:09:44,447 A function called 239 00:09:44,959 --> 00:09:46,495 Play underscore 240 00:09:48,031 --> 00:09:49,823 And then a clear and we can save our 241 00:09:50,079 --> 00:09:53,919 Chosen underscore stream is equal to streams 242 00:09:54,175 --> 00:09:54,687 Pick a random 243 00:09:56,735 --> 00:10:00,844 And let's begin some safety here to water at it's so if our streams 244 00:10:00,845 --> 00:10:03,016 Subtitled by online-courses.club We compress knowledge for you! 245 00:10:03,018 --> 00:10:02,879 Is equal to null 246 00:10:03,135 --> 00:10:03,903 Or 247 00:10:04,415 --> 00:10:06,207 Streams.se 248 00:10:06,975 --> 00:10:08,767 Is equal to 0 249 00:10:09,279 --> 00:10:10,303 Somebody's going to return 250 00:10:11,071 --> 00:10:12,095 So there is nothing that 251 00:10:12,607 --> 00:10:17,215 Ok if we pass that check our chosen stream is going to be equal to streams 252 00:10:17,471 --> 00:10:17,983 Picrew 253 00:10:18,495 --> 00:10:20,799 And then we have this property here 254 00:10:21,055 --> 00:10:22,079 Which is Coldstream 255 00:10:22,335 --> 00:10:23,615 And so we can simply say 256 00:10:23,871 --> 00:10:24,383 Stream 257 00:10:24,895 --> 00:10:25,407 Equal 258 00:10:25,663 --> 00:10:26,431 Chosen stream 259 00:10:26,943 --> 00:10:30,527 And we can even simplify this by just simply doing stream up here 260 00:10:31,039 --> 00:10:32,063 And getting rid of that 261 00:10:33,599 --> 00:10:35,647 Ok so what we doing is essentially going to 262 00:10:35,903 --> 00:10:39,231 How to pass in an array of strings now and then when we call play round 263 00:10:39,487 --> 00:10:41,023 It will pick one of them in plays 264 00:10:41,535 --> 00:10:43,583 So let's see how we can use this 265 00:10:43,839 --> 00:10:44,351 Cracked 266 00:10:44,863 --> 00:10:46,399 And before we go any further 267 00:10:46,655 --> 00:10:50,751 Let's change the default BIOS on Acer random stream player 2D component 2SF 268 00:10:51,519 --> 00:10:53,823 And if we do that then we won't have to keep changing 269 00:10:54,335 --> 00:10:55,103 Everytime we use 270 00:10:55,871 --> 00:10:59,455 Let's go back to the basic enemy and what I'm going to do is I'm going to 271 00:10:59,711 --> 00:11:00,991 I'm going to Institute 272 00:11:01,503 --> 00:11:04,575 That random audio stream player 2D component 273 00:11:04,831 --> 00:11:08,671 And then I'm going to go back to my audio stream player to die in my base Academy 274 00:11:09,183 --> 00:11:10,719 I'm gonna click the tour button down 275 00:11:11,231 --> 00:11:13,791 So clip that I'm going to collect copyproperties 276 00:11:14,047 --> 00:11:15,839 I'm going to pierce those properties 277 00:11:16,351 --> 00:11:18,399 Into the random stream player to die 278 00:11:18,655 --> 00:11:19,935 So peaceful strawberries 279 00:11:20,191 --> 00:11:22,239 And that will carry over our mass 280 00:11:22,495 --> 00:11:23,519 Max distance 281 00:11:24,031 --> 00:11:24,799 And H 282 00:11:26,335 --> 00:11:28,383 Stream which we don't actually need so weak 283 00:11:28,895 --> 00:11:30,175 Sunset dad stream 284 00:11:30,431 --> 00:11:32,223 Alastair Levy audio stream player to 285 00:11:32,991 --> 00:11:35,039 Now got a random stream player to 286 00:11:35,295 --> 00:11:35,807 Component 287 00:11:36,063 --> 00:11:38,111 And let's fall in the streams 288 00:11:38,623 --> 00:11:39,391 Bye 289 00:11:39,647 --> 00:11:42,463 Clicking on the first footstep carpet holding she 290 00:11:42,719 --> 00:11:43,743 I'm clicking on the last 291 00:11:43,999 --> 00:11:46,815 And Dragon all of those onto the streams are a 292 00:11:47,071 --> 00:11:49,631 And then if you click into it you can see we have 5 streams here 293 00:11:50,655 --> 00:11:52,703 So with that streams are raised 294 00:11:53,215 --> 00:11:54,751 Now in our 295 00:11:55,007 --> 00:11:56,799 I hid function in the 296 00:11:57,055 --> 00:11:58,591 Academy we can call 297 00:11:59,871 --> 00:12:01,919 Stream player will do dollar sign 298 00:12:02,175 --> 00:12:04,479 Random stream player 2D component 299 00:12:04,735 --> 00:12:06,527 Dart player underscore 300 00:12:08,319 --> 00:12:13,695 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 301 00:12:15,999 --> 00:12:20,351 And that actually isn't working and it's because forgot one very simple thing 302 00:12:20,607 --> 00:12:24,447 Resetting the stream here in our random stream player to decompose 303 00:12:24,703 --> 00:12:27,263 Script but we never playing it so we just need to call 304 00:12:27,519 --> 00:12:28,031 Play 305 00:12:28,799 --> 00:12:31,359 I'll get some now let's go ahead and give you a shout 306 00:12:34,687 --> 00:12:35,199 Ok 307 00:12:35,455 --> 00:12:39,039 So you're not a problem here so it is playing different sounds every time 308 00:12:39,551 --> 00:12:40,063 But 309 00:12:40,319 --> 00:12:44,415 It's not playing a sound when the enemy dies and the reason for that 310 00:12:44,927 --> 00:12:45,695 Is because 311 00:12:45,951 --> 00:12:50,303 Our enemy is actually being freed from the scene which means so is the audio stream player 312 00:12:50,559 --> 00:12:52,351 And that means that 313 00:12:52,863 --> 00:12:54,143 There's no no 314 00:12:54,399 --> 00:12:54,911 Play the song 315 00:12:55,423 --> 00:12:57,727 So there's wonder easy way that we can 316 00:12:57,983 --> 00:12:59,519 Used to fix that 317 00:12:59,775 --> 00:13:00,799 And that is 318 00:13:01,311 --> 00:13:03,359 I'm just going to copy this note 319 00:13:03,615 --> 00:13:04,895 And paste it into the door 320 00:13:05,151 --> 00:13:05,663 Compound 321 00:13:05,919 --> 00:13:06,431 So 322 00:13:06,687 --> 00:13:08,479 Rename this too 323 00:13:08,735 --> 00:13:10,015 Butts ringing Estate 324 00:13:10,271 --> 00:13:11,039 Audio 325 00:13:11,295 --> 00:13:11,807 Claire 326 00:13:12,831 --> 00:13:16,159 And I know what kind of breaking her naming convention here by the hit audio player 327 00:13:17,183 --> 00:13:19,231 Or we can call hit random 328 00:13:19,487 --> 00:13:20,255 Audio player 329 00:13:20,767 --> 00:13:22,303 Just a little bit more script 330 00:13:22,815 --> 00:13:26,911 And then I'm going to press ctrl-c to copy that or you can right click and copy 331 00:13:27,167 --> 00:13:27,679 From 332 00:13:28,191 --> 00:13:28,959 The menu here 333 00:13:29,215 --> 00:13:33,823 I'm going to go into my dad's component by clicking this button does open in Edinburgh 334 00:13:34,335 --> 00:13:35,615 And then I'm going to paste 335 00:13:35,871 --> 00:13:36,383 In there 336 00:13:37,151 --> 00:13:39,199 Alright and then my death composed 337 00:13:39,455 --> 00:13:40,991 I'm going to open up that's crap 338 00:13:41,247 --> 00:13:43,295 And I am going to call 339 00:13:43,551 --> 00:13:45,087 In the on died function here 340 00:13:45,599 --> 00:13:46,367 I'm going to call 341 00:13:46,879 --> 00:13:49,695 Hit random audio player from coin.pl 342 00:13:50,207 --> 00:13:50,719 Random 343 00:13:51,999 --> 00:13:53,791 So that will solve that problem 344 00:13:54,047 --> 00:13:54,559 Now 345 00:13:54,815 --> 00:14:00,447 This is only really going to work if we use the same hitsounds for every enemy which I believe they were going to do 346 00:14:00,703 --> 00:14:04,287 If you want to use different it sounds then you have to devise a different cyst 347 00:14:04,543 --> 00:14:06,335 To play the correct sound when they die 348 00:14:06,847 --> 00:14:07,359 It is you 349 00:14:08,895 --> 00:14:15,039 So we got a basic enemy I'm going to move this hip random audio player component up just underneath the death component 350 00:14:15,295 --> 00:14:17,599 Consistency in the let's go ahead and see if 351 00:14:17,855 --> 00:14:18,367 Fixed 352 00:14:19,135 --> 00:14:20,415 Am I getting an error 353 00:14:20,671 --> 00:14:22,975 Because we do not rename this 354 00:14:23,231 --> 00:14:23,999 Reference 355 00:14:24,255 --> 00:14:27,583 So in the morning hit function of our basic enemy we need to call this 356 00:14:28,607 --> 00:14:29,119 Hit 357 00:14:29,887 --> 00:14:30,655 Random 358 00:14:30,911 --> 00:14:32,959 Audio player component likes 359 00:14:33,471 --> 00:14:35,007 Ok let's see if that works now 360 00:14:39,103 --> 00:14:40,895 That's working pretty well 361 00:14:41,151 --> 00:14:45,247 And then let's just go ahead in copy that hit random audio player component 362 00:14:45,503 --> 00:14:46,015 Control 363 00:14:46,527 --> 00:14:47,551 Drum and bass Academy 364 00:14:47,807 --> 00:14:49,599 The let's open up our wizard and 365 00:14:49,855 --> 00:14:51,647 Let's go ahead and paste that in 366 00:14:51,903 --> 00:14:52,671 Ctrl-v 367 00:14:52,927 --> 00:14:54,719 Move that up below the desk and 368 00:14:55,231 --> 00:14:57,023 And we need to do the same thing with this 369 00:14:57,279 --> 00:14:58,303 Open up the wizard 370 00:14:58,559 --> 00:14:59,071 Script 371 00:15:01,375 --> 00:15:03,423 Let's override the already here 372 00:15:03,679 --> 00:15:05,471 And we're going to say 373 00:15:05,983 --> 00:15:07,775 Hurtbox component.of 374 00:15:08,031 --> 00:15:08,799 Connect 375 00:15:09,823 --> 00:15:10,591 On here 376 00:15:12,895 --> 00:15:16,991 And then we're going to create that on hid function down here and we're going to say hit 377 00:15:17,503 --> 00:15:20,063 Random audio player component 378 00:15:20,575 --> 00:15:21,087 Play 379 00:15:21,343 --> 00:15:21,855 Ran 380 00:15:22,879 --> 00:15:24,159 Alright son now and then 381 00:15:24,415 --> 00:15:26,207 Spawn that should work just 382 00:15:26,719 --> 00:15:28,511 And yet the wizards are 383 00:15:28,767 --> 00:15:31,071 Receiving damage when they get hit so that's great 384 00:15:31,327 --> 00:15:36,191 That was introduction to sound effects will continue on in the next lesson 385 00:15:36,447 --> 00:15:38,239 Where's building out more of the sun 26486

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.