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Post by theone on Aug 2, 2019 22:01:44 GMT
Hi,
Is there a way to attach a sound for enemies, zombies groaning, and when dead, sound stops? And any chance of having multiple sounds playing randomly?
Thanks
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Post by Invector on Aug 6, 2019 0:43:57 GMT
You can add our vTriggerSoundByState behavior directly on the Animation State you need, and you can use multiple sounds to trigger randomly ;)
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Post by theone on Aug 6, 2019 7:08:50 GMT
Thanks a lot
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Post by shadex on Aug 6, 2019 20:04:03 GMT
Hi, Is there a way to attach a sound for enemies, zombies groaning, and when dead, sound stops? And any chance of having multiple sounds playing randomly? Thanks Note: The genius of using vTriggerSoundByState is that it can be put on any animator state. You can use multiple instances on the same state. So for instance if i have an Zombie, i can add both an multiple grunts and multiple swing sounds, and 1 of each will play. Further more, if you add some empty audio prefabs to the array of groans (not the swings) it won't sound spam when you have 5+ enemys.
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Post by theone on Aug 6, 2019 21:06:39 GMT
Hi, Is there a way to attach a sound for enemies, zombies groaning, and when dead, sound stops? And any chance of having multiple sounds playing randomly? Thanks Note: The genius of using vTriggerSoundByState is that it can be put on any animator state. You can use multiple instances on the same state. So for instance if i have an Zombie, i can add both an multiple grunts and multiple swing sounds, and 1 of each will play. Further more, if you add some empty audio prefabs to the array of groans (not the swings) it won't sound spam when you have 5+ enemys. Well, thank you for using the word "genius" that really summs up the guy behind this controller Nothing i wanted implemented except he thought about ut, or added it on a future ipdate, far more better than what i expected... pure genius
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Post by shadex on Aug 7, 2019 0:10:30 GMT
Note: The genius of using vTriggerSoundByState is that it can be put on any animator state. You can use multiple instances on the same state. So for instance if i have an Zombie, i can add both an multiple grunts and multiple swing sounds, and 1 of each will play. Further more, if you add some empty audio prefabs to the array of groans (not the swings) it won't sound spam when you have 5+ enemys. Well, thank you for using the word "genius" that really summs up the guy behind this controller Nothing i wanted implemented except he thought about ut, or added it on a future ipdate, far more better than what i expected... pure genius Lol, was more talking about the ability to trigger it via animation states, which sync's sound to animation, but yea, it's defiantly designed well.
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Post by theone on Aug 7, 2019 10:18:08 GMT
Yep, I understand and relating to it 😉👍
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