With the final sounds exported as WAVE 16bit audio files
they are now ready to be imported into the Unreal Development Kit, when an audio files is directly imported it will show up as a wave node file which is the raw original files, this can then be placed into a Wave cue file which allow extra editing within UDK such as adding a randomiser or a looper.
When sound nodes are added to the level scene in UDK the attenuation can be edited which alters the radius of the audio's volume, the max radius alters the sound's maximum hearing range, if the player is outside of this they will hear nothing, there is then the min radius which is where the player will hear the full aloud volume of the audio, the area between the two radius's is the audio's range.
With the elevator sounds edited I resulted with doors opening, doors closing, elevator moving and a beep as audio files for my game. With the Matinees set up to animate the doors in the Kismet I link the audio files to the appropriate events and actions in order to make the sounds play at the right events, since the button for the elevator is the beep I told the kismet to trigger the beep to play whenever the button is triggered.
When sound nodes are added to the level scene in UDK the attenuation can be edited which alters the radius of the audio's volume, the max radius alters the sound's maximum hearing range, if the player is outside of this they will hear nothing, there is then the min radius which is where the player will hear the full aloud volume of the audio, the area between the two radius's is the audio's range.
With the elevator sounds edited I resulted with doors opening, doors closing, elevator moving and a beep as audio files for my game. With the Matinees set up to animate the doors in the Kismet I link the audio files to the appropriate events and actions in order to make the sounds play at the right events, since the button for the elevator is the beep I told the kismet to trigger the beep to play whenever the button is triggered.



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