I have created a fire previously using the Starter Pack that comes with the First Person Shooter template. Using the Starter Pack, I have created audio for the fire mainly for practice, but I also hope to use fire in my game later on.
Using the sample that comes in the pack, I double-clicked the Cue to open it up.
This is the Sound Cue, which I can drag and drop audio files into and alter.
Using the two fire audio clips, I have added modulators to each clip which allows me to set the minimum and maximum volume for the Random node.
With the Random, I have set the two zombie screaming clips to a lower weight. Meaning that the chance of them being played is less likely than the other clips (zombie moans).
I have set the Looping node because without this it will play one of the audio clips once then stop.
By adding the Cue file as a child object of the fire, I can modify the radius of where the clip can be heard from.
For the basic audio, I have set-up is extremely simple and quick to do. The only problem I encountered is that my fire is upstairs and the player can hear the fire from downstairs very strong as if there is not a floor blocking out any noise. I have attempted to change the attenuation shape to a box rather than the sphere and have it sit on the upstairs floor only. Even though I have made it as large as the floor, it seems you can only hear it when you are right next to it, which is unrealistic as you would be able to hear it the moment you are at the top of the stairs.
For this reason, I have left it as a sphere for the time being and intend to investigate the situation at a later date as I will not keep the fire here, and may not end up being problematic for my game in future.






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