Once completed, I attempted to drag and drop the files into the project view. It did not allow me to, even though they are .wav files and Unreal says it supports them.
After searching online about the issue, I realised from the Unreal Docs that they needed to be specific .wav files.
I attempted to use a File Converter to get the specifications that are required by Unreal.
Fortunately, I was able to convert all of the zombie audio clips at once using the specifications that were required. Once I completed the conversion, Unreal accepted all of the audio clips.
Using the same technique as I did for the fire, I completed the same for the zombie. However, I used many more clips than the fire with varying the delays and noises. It took some tweaking to ensure the zombie SFX was not over-the-top. Without the delays or too short delays, I found it was far too often and repetitive so I had to tweak the modulators and delays quite a lot.
Once I added the Cue as a child of the zombie, the audio had a very large range and being heard loud from anywhere on the map. This was easily modified by editing the attenuation distance setting: Falloff Distance to create a more realistic sound.
For the moment, I am happy with the audio. However, when I begin to add waves of zombies and they all contain individual audio, I suspect I will need to re-evaluate the audio for the zombies. This will be important for the player to listen to the audio to aid in detecting their distances and directions.




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