Showing posts with label sound triggers. Show all posts
Showing posts with label sound triggers. Show all posts

Tuesday, April 5, 2011

Sounds log 5

With few tips, I was finally able to get the custom sound group class working for our player/team. The game can possibly have 4 sound classes. 2 classes for the two teams and other 2 for each of the queen ant.

The sound effects are almost completed. Jump, hurt, light landing, heavy landing, dead sound, slip, queen death, queen screaming, some random horrific sounds in the queen lair are some examples. Some of these sound effects are lengthier but will be reduced in future as required.

Background musics:
7 soundtracks totally, the soundtracks can be heard any where in the level. It will be randomly looped in the sound cue.

Triggers:
Trigger play their role when the player enters places like queen lair/terrain/hidden spot/finding special pickups(bigger food pickup/health). Still little work is pending on triggers since the level is ported from dec to nov 2010.

Sunday, March 13, 2011

Soung log 4


Trigerring sounds using Kismet.

A simple sound test done by trigerring the sound considering the player in collision with the trigger volume. The design for the trigger is made inside the kismet. With a soundnode,delay, and a counter for comparision (for example). To make the sound loop in the trigger we use the int .