All language subtitles for 57. Adding SFX - Part 2

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These are the user uploaded subtitles that are being translated: 1 00:00:00,256 --> 00:00:02,816 Let's continue on with our sound design 2 00:00:03,328 --> 00:00:08,192 So what we're going to do is glad I'm go back to your Kenny impact sounds 3 00:00:08,448 --> 00:00:11,520 And bring over the impact of generic 4 00:00:11,776 --> 00:00:13,824 So is Euro 34 5 00:00:14,080 --> 00:00:16,640 Just dragged it on over into your Google file system 6 00:00:16,896 --> 00:00:19,200 Adam grab those and drag goes into 7 00:00:19,456 --> 00:00:20,224 Assets 8 00:00:20,480 --> 00:00:22,016 Folder and then put those 9 00:00:22,272 --> 00:00:22,784 To order 10 00:00:23,296 --> 00:00:26,112 This impact generic white and you can double 11 00:00:26,368 --> 00:00:29,184 To play to open it up and play them to see what they sound 12 00:00:30,208 --> 00:00:31,488 And I think of you 13 00:00:31,744 --> 00:00:34,816 These five sounds will be great for 14 00:00:35,328 --> 00:00:35,840 The 15 00:00:36,096 --> 00:00:37,120 Experience 16 00:00:37,632 --> 00:00:40,192 So when they start being collected 17 00:00:40,704 --> 00:00:43,008 Please can this sound can be played so 18 00:00:43,264 --> 00:00:45,312 Let's open up our experience vile 19 00:00:46,336 --> 00:00:48,384 And let's go ahead and instantiate 20 00:00:48,640 --> 00:00:49,152 Rand 21 00:00:49,408 --> 00:00:51,456 Stream player to die as a child 22 00:00:51,712 --> 00:00:53,504 I'm going to put it as the first child 23 00:00:53,760 --> 00:00:57,344 I'm going to select all of these impact generic from the file cyst 24 00:00:57,856 --> 00:01:00,141 And drag goes over onto the streams array 25 00:01:00,143 --> 00:01:03,003 Subtitled by online-courses.club We compress knowledge for you! 26 00:01:03,004 --> 00:01:03,744 And let's go back into a random stream 27 00:01:04,000 --> 00:01:05,024 Clare to decompose 28 00:01:06,048 --> 00:01:09,888 In this scene let's edit or Max distance to B30 29 00:01:10,400 --> 00:01:13,216 Just so that we can use that makes distance everywhere we use this 30 00:01:13,472 --> 00:01:13,984 Compile 31 00:01:14,496 --> 00:01:16,800 It's on now back to the experience mile 32 00:01:17,056 --> 00:01:18,848 Get this random stream player to 33 00:01:19,104 --> 00:01:19,616 Component 34 00:01:20,128 --> 00:01:22,176 And I am going to 35 00:01:22,432 --> 00:01:24,736 Make sure everything's correctly up all that looks good 36 00:01:24,992 --> 00:01:27,552 So now we just need to go into the screw 37 00:01:27,808 --> 00:01:29,856 Here and we need to 38 00:01:30,112 --> 00:01:30,624 Tell 39 00:01:30,880 --> 00:01:32,416 Audio stream player to play 40 00:01:32,672 --> 00:01:35,232 And the way that we can do that is just on 41 00:01:35,488 --> 00:01:37,280 This is an area enter here 42 00:01:37,792 --> 00:01:40,352 So I'm going to after the collarbone 43 00:01:40,608 --> 00:01:42,656 Or whether I'm going to do it at the end here 44 00:01:43,168 --> 00:01:45,984 So at the end of this on area entered function 45 00:01:46,240 --> 00:01:47,520 I'm going to say random 46 00:01:48,032 --> 00:01:50,080 Stream player 2D component play round 47 00:01:51,616 --> 00:01:54,176 And really go into the game and see how it looks 48 00:01:56,480 --> 00:01:57,760 I think that's looking good 49 00:02:00,832 --> 00:02:03,648 Yeah that's a very satisfying sound for the pickups there 50 00:02:03,904 --> 00:02:07,744 No I'm going to show you something else that we can do with our random audio stream player 51 00:02:08,256 --> 00:02:09,280 Component here 52 00:02:09,536 --> 00:02:11,584 And that is we can randomised the pitch 53 00:02:11,840 --> 00:02:13,632 So I'm going to go into 54 00:02:14,144 --> 00:02:14,656 My 55 00:02:14,912 --> 00:02:16,960 Random audio stream player component 56 00:02:17,216 --> 00:02:18,240 Script here 57 00:02:18,496 --> 00:02:19,520 We've got 58 00:02:19,776 --> 00:02:20,544 Are streams 59 00:02:20,800 --> 00:02:21,312 Export 60 00:02:21,568 --> 00:02:22,592 Right 61 00:02:23,104 --> 00:02:24,640 Let's export another variable 62 00:02:25,664 --> 00:02:26,432 Card 63 00:02:26,944 --> 00:02:27,968 Min pitch 64 00:02:28,736 --> 00:02:30,016 Animators 65 00:02:30,528 --> 00:02:31,040 What what 66 00:02:31,296 --> 00:02:32,576 Set this to .9 67 00:02:33,088 --> 00:02:33,600 By The Fall 68 00:02:34,112 --> 00:02:36,672 Let's do another export variable called 69 00:02:36,928 --> 00:02:37,440 Pitch 70 00:02:38,720 --> 00:02:40,768 And this will be equal to 71 00:02:41,024 --> 00:02:41,792 1.1 72 00:02:42,304 --> 00:02:46,656 So in here there's this pitch scale option on the audio stream player 73 00:02:46,912 --> 00:02:48,192 And a pitch scale 74 00:02:48,448 --> 00:02:51,776 Essentially changes the pitch of the sound effect that play 75 00:02:52,032 --> 00:02:53,312 This is a real 76 00:02:53,568 --> 00:02:56,896 Easy way to get variable sounding sound effect 77 00:02:57,152 --> 00:02:59,200 Without having a fine multiple variations 78 00:02:59,712 --> 00:03:03,552 So in addition to having these 5 impact genetics 79 00:03:04,064 --> 00:03:05,344 We can also 80 00:03:05,600 --> 00:03:07,136 Change the picture of each of them 81 00:03:07,392 --> 00:03:12,512 So it sounds like we have way more side effects than we do it gives a lot of ride it prevents them from getting to me 82 00:03:13,280 --> 00:03:13,792 However 83 00:03:14,048 --> 00:03:15,072 We may not want 84 00:03:15,584 --> 00:03:16,096 2 85 00:03:16,352 --> 00:03:17,888 Randomise the pitch 86 00:03:18,144 --> 00:03:19,936 On every instance of the 87 00:03:20,192 --> 00:03:20,960 Stream play 88 00:03:21,216 --> 00:03:22,752 So let's Create another 89 00:03:23,008 --> 00:03:24,288 Export variable 90 00:03:24,544 --> 00:03:25,056 Call 91 00:03:25,568 --> 00:03:26,336 Randomise 92 00:03:26,848 --> 00:03:27,360 Pitch 93 00:03:27,616 --> 00:03:29,152 And I said that you got a true 94 00:03:29,408 --> 00:03:29,920 Play fort 95 00:03:30,176 --> 00:03:32,480 So now we've got rid of my eyes pitch in here 96 00:03:32,736 --> 00:03:33,760 I know what we're going to do 97 00:03:34,016 --> 00:03:37,600 Is were going to create another if statement in this play random set 98 00:03:38,112 --> 00:03:39,392 F randomise pitch 99 00:03:40,160 --> 00:03:41,184 So that's true 100 00:03:41,696 --> 00:03:43,232 Then what we're going to do is really say 101 00:03:43,488 --> 00:03:45,792 Pitch underscore scale is it go to 102 00:03:46,048 --> 00:03:48,096 Rand f underscore range 103 00:03:48,352 --> 00:03:49,888 We're going to go from Moonpig 104 00:03:50,144 --> 00:03:50,912 To Max 105 00:03:51,936 --> 00:03:58,080 So we're going to be able to configure the minimum pitch and the maximum pitch through the editor as well as considering whether the red 106 00:03:58,592 --> 00:03:59,104 Which is true 107 00:03:59,616 --> 00:04:01,664 And then I'm going to write an else here 108 00:04:02,176 --> 00:04:03,456 So after this 109 00:04:03,712 --> 00:04:06,272 Else if read my pictures not 110 00:04:06,784 --> 00:04:08,320 We'll just at the pitch scale 111 00:04:08,832 --> 00:04:09,344 21 112 00:04:09,600 --> 00:04:10,112 Ok 113 00:04:10,368 --> 00:04:11,904 Now that we've said just realised 114 00:04:12,160 --> 00:04:15,488 The fault everywhere that were using this is going to be round about as well 115 00:04:15,744 --> 00:04:19,327 Which is fine that's that's what we want so let's Run the game and see how that 116 00:04:23,167 --> 00:04:25,727 Alright that's looking in sounding really good 117 00:04:25,983 --> 00:04:32,127 I was play a sound effect for when the player gets hit in this is going to sound a little bit hard but I'm going to go to my 118 00:04:32,383 --> 00:04:33,663 Kenny impact sounds 119 00:04:34,175 --> 00:04:35,455 And there's these mining 120 00:04:35,711 --> 00:04:36,479 Sound effects and 121 00:04:36,991 --> 00:04:41,343 Although it says mining I think this is actually going to be a pretty nice 122 00:04:41,599 --> 00:04:42,879 Sound effects for when they're playing 123 00:04:43,135 --> 00:04:43,647 Damage 124 00:04:44,159 --> 00:04:49,791 So I'm going to go ahead and like Oliver's impact mining sounds and drag them on over into my audio 125 00:04:50,047 --> 00:04:51,071 Directory here 126 00:04:51,327 --> 00:04:53,119 So when you've got those drag 127 00:04:53,375 --> 00:04:54,911 In let's go to the player 128 00:04:56,447 --> 00:05:00,031 And in our player we're going to go ahead in instantiation that 129 00:05:00,543 --> 00:05:02,591 Random stream player to decompose 130 00:05:02,847 --> 00:05:04,639 Bad let's just put down 131 00:05:05,151 --> 00:05:07,711 With the other components of the top I'm going to call this 132 00:05:07,967 --> 00:05:08,735 Stream 133 00:05:08,991 --> 00:05:10,783 Hit random stream player 134 00:05:12,575 --> 00:05:15,903 I'm going to drag on over all of those mining sounds on 135 00:05:16,159 --> 00:05:17,695 To the streams re 136 00:05:17,951 --> 00:05:18,463 And you can 137 00:05:18,719 --> 00:05:20,767 To open the Airway to see that those are all there 138 00:05:21,023 --> 00:05:22,559 And all these 139 00:05:22,815 --> 00:05:23,839 Going to me 140 00:05:24,095 --> 00:05:24,863 So now 141 00:05:25,119 --> 00:05:26,399 When we 142 00:05:26,655 --> 00:05:29,727 Rnd on health change function for the player script 143 00:05:29,983 --> 00:05:31,775 We can simply just reference 144 00:05:32,287 --> 00:05:34,079 Hit random stream player 145 00:05:34,335 --> 00:05:35,615 Play random 146 00:05:36,127 --> 00:05:36,895 So you could see her 147 00:05:37,151 --> 00:05:39,199 Extracting this functionality 148 00:05:39,455 --> 00:05:43,039 Component has made our lives easier a lot when 149 00:05:43,551 --> 00:05:44,575 Adding sound of 150 00:05:45,343 --> 00:05:47,135 So let's go out and see what happens when I take 151 00:05:48,671 --> 00:05:50,719 I like that sound effect 152 00:05:50,975 --> 00:05:53,535 You know it sounds like a minor sound effect 153 00:05:55,583 --> 00:05:57,631 I think it's really descriptive I think it really 154 00:05:58,143 --> 00:05:59,423 Stands out as a 155 00:05:59,679 --> 00:06:01,215 Nice loud damage sound 156 00:06:01,471 --> 00:06:02,495 Indicator the player 157 00:06:02,751 --> 00:06:08,895 Again these sounds are pretty basic because I'm limited by what I'm legally allowed to use and distribute 158 00:06:09,919 --> 00:06:14,015 But hopefully this gives you a nice start on your sound effects 159 00:06:14,271 --> 00:06:16,319 And again I didn't trade you to go online 160 00:06:16,575 --> 00:06:19,135 Find some sound effects that you can use and replace them 161 00:06:19,391 --> 00:06:21,695 And see how good I make sure game 162 00:06:22,719 --> 00:06:23,999 You'll be surprised at how 163 00:06:24,255 --> 00:06:25,535 Much good sound can I 164 00:06:25,791 --> 00:06:26,815 Will it affect the future 165 00:06:27,327 --> 00:06:28,351 Alright h 166 00:06:28,607 --> 00:06:31,167 Combat sounds are basically done 167 00:06:31,423 --> 00:06:33,727 Let's move on to you I sound 11113

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