Im having a bit of trouble understanding the correct way to add a sound so hat it is both a 3D sound, placed IN the scene at a location, and be available as a proper SFX sound that can be adjusted in OPTIONS.
For example:
I have an old lady in a rocking chair. The chair has a rocking animation on it. The animation clip has 2 animation events on it. at the start of the animation clip, the even says START SOUND, and (via PlayMaker) the sound is triggered. On the last frame of the animation there is an animation even called STOP SOUND. which (via PlayMaker) stops the sound.
Even though the sound clip is the correct length for the rocking animation, if I didnt do this, the audio would soon go out of synch with the animation...
The PlayMaker action requires that the object that the action is attatched to (the rocking chair)has the audio compnent, but doesnt need to be "filled in".
I tried simply adding the AC Sound Script to this, and setting to SFX. However, its not being affected by the OPTIONS SFX volume slider.
Does a sound HAVE to be created via the Sound Button and placed in the _sound folder?
How SHOULD I set this up?
Mark
Comments
I think I have been using PlayMaker too long, and am very used to PM´s way of just dumping a FSM on any object. I enjoyed this way just because I never have to LOOK for what is doing something, just click the object in question and there it is. AC seems more like how a programmer would do things with separate scripts, sure, but with a more centralised MASTER script-...
I may be wrong however...
A Cutscene just runs Actions - regardless of it's name. If you set its When running setting to Run In Background, then it'll do just that - and perform its functions during gameplay. Any ActionList can be triggered through script / event call by running it's Interact function.
But the point of running the Sound: Play Action was just that, for the AC Sound script to work, you must call the component's own Play and Stop sounds, rather than those in the AudioSource component. The Action does this for you, but you can bypass it if the PlayMaker FSM can call these events itself.