Sound Implementation

New Post Today

Hello for the third time everyone (unless I am counting wrong in which case I do not apologize.). This week I have mostly been working on implementing the sound into the game and doing some preparations for the Beta presentation.

While I found the sound last week I still needed to implement it into the game which was more difficult than I had expected. To start my work I first started watching tutorials on the Unity website to start my work, but I realized I faced some larger issues as I had no experience with coding or scripting so I needed to avoid that as much as possible. So while I viewed the tutorials I started fiddling around with the different setting and components on Unity. 51072-soundpanel

After what I would consider a long while I started testing the Audio Source component and tried to get the sound working. I added the sound file and set it to activate on awake. Due note that I set this on the projectile so basically it meant that the sound would play as soon as the projectile spawned. At first it seemed like a good idea, but I ran into the problem that the sound file was to long and would overlap to much. So I returned to the internet to find a solution. At first I thought that I could write a simple script with some help from my programmers that would make the sound fade after the next projectile spawned. However this seemed a bit to much so I thought that maybe I could edit the sound so that I could remove the overlap.

In the end however I decided to change the sound entirely however since I wasn’t confident in my editing abilities and not sure if the sound would still work. When I tested the new sound however it seemed immediately like an improvement, the overlap was removed and with some slight pitch changing it would work for that gun. I then did the same thing for the other weapons which was basically just adding a Audio Source component to the projectiles. Next week however I will need to make a script for the enemies as I can’t add a sound component to our melee enemies since they don’t use projectiles. But that will be for next week.

Regards Oskar.

En reaktion på ”Sound Implementation

  1. So you were implementing music. How did you do it. Did you just click and drag it into unity? I see this audio mixer image, but it still confuses me a bit. How was the sound too long? Did you think about cutting the file itself to make it shorter? What did you change the sound to? How long is it? What sound are you looking into for the melee fish?
    I mean this is a great post, but there are some things that were left open and unanswered. As you can see I have many questions. I enjoyed it though. Very nice. I do wonder why your blog page is in Swedish. Why does it tell me to comment in Swedish? Overall, good. Any confusion was about minor things. The blog is easy to understand, your word choice was simple and there was not any jargon.
    Toodles Oskar, I hope it all goes well….

    Gilla

Lämna en kommentar