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Little Town - Session 02 - 23 Adding an Audio Emitter

4.9K views
•
April 27, 2021
by
GameMaker
YouTube video player
Little Town - Session 02 - 23 Adding an Audio Emitter

TL;DR

Learn how to add a looping sound effect to game objects using 3D positional audio in Game Maker Studio 2.

Transcript

we want our fountain object to emit a looping sound effect that the game's listener will pick up in 3d space so we need to create an emitter and then place audio through that however the fountain is a child of the obj power environment parent object so it makes more sense just to add this functionality to the parent that way any object that we atta... Read More

Key Insights

  • 👾 By adding an emitter to an object, developers can achieve 3D positional audio effects in their games.
  • 👻 Variable definitions for sound, fall start, and max distance allow for customization of the audio effect.
  • 😫 The provided code snippet demonstrates how to create an emitter, set its position, and handle the audio fading based on distance.
  • 😒 Making use of the parent object allows multiple objects to utilize the same audio effect.
  • 💦 The sound asset needs to have its output setting changed to "3D" for it to work with 3D positional audio.
  • 💨 The fall off model determines how the audio fades out as the player moves away from the object.
  • 👾 Developers can add emitters to various objects in the game to enhance the overall audio experience.

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Questions & Answers

Q: How can we make the fountain object emit a looping sound effect?

To make the fountain emit a looping sound effect, we need to add an emitter and define variable values for sound, fall start, and max distance. By following the provided code, we can create the desired effect.

Q: How does the fall off model work for the audio?

The fall off model determines how the audio fades out as the player moves away from the fountain object. By specifying the fall start and max distance values, we can control when the audio starts fading and when it becomes inaudible.

Q: Can we add emitters to other objects in the game?

Yes, by following the instructions and adding the necessary code, we can add emitters to any other object in the game. This allows for creating interactive sound effects for different elements in the game environment.

Q: What settings should be changed for the sound asset to work with 3D positional audio?

To enable 3D positional audio, the output setting of the sound asset needs to be changed to "3D". This ensures that the sound is correctly positioned in the game's 3D space.

Summary & Key Takeaways

  • The content explains how to create an emitter for a fountain object to emit a looping sound effect in 3D space.

  • By adding functionality to the parent object, any object attached to it can also use the sound effect.

  • Variable definitions are added to determine the sound, fall start, and max distance for the audio, allowing for customization.


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