Playing Sounds
When applying sounds to the towers, I ran into a few issues. One issue is that there is no falloff or "fade" as you move away from a .wav being played at a location. Another issue is for sounds that play consecutively tend to sound echoed or overlapped, so to avoid this I needed to be able to play a random sound for our spike shooter spike mine.
I found that getting all the wave player sounds I wanted to play and connecting them to a random node inside a cue allows for a random sound to be picked and played when the cue is called to be played.
The problem now is, our random sound will play, but it will not have any sound falloff when we move away from the source. A fix for that is to create a sound attenuation that the towers can use for adjusting the range and falloff of the sound.
Now that we have our sound cue and attenuation, the randomly selected sound will play from the cue at the location given with the falloff from the attenuation
Comments
Post a Comment