204a_01 Randomized spooky one shot
Here a sound cue was created which played back a random scary sound, this was linked to a 'trigger' event within the kismet. The sound was to be triggered when the player enters the room. It was learned that the sound cue must include an attenuation node to be heard spatially in the game; otherwise the sound will come from everywhere.
204a_02 Randomized spooky ambience
The was based in the same room as the previous exercise only this time the sound cue had a variety of sounds to play back in a random order. Nodes in the sound cue editor used were: 'Random' (which randomly selects one of the sounds that is attached to it). Delay (which puts a random time delay between plays of each sound and is governed by a minimum and maximum time limit). Looping (which tells the sound cue to continually play the sound. Attenuation (Which places the sound in a specified area in the game, the boundaries of this area can be adjusted and can be attenuated over a distance to fade out using volume and low pass filter).
204a_03 : Re-use of randomized [SoundCue]s
For this exercise the ‘non loop’ ambience used in the wooded area 203_00 exercise were re-created using a sound cue. The sound cue could then be placed multiple times at each tree in the location to make it seem like the bird sounds were coming from the tree tops rather than just from all around the area.
205_00 Layering for Variation
Here a sound cue had to be created to represent varying impacts sounds to be heard when the player attacks a robot. There were 4 different impact sounds and 3 debris sounds set to play back on a slight delay. The 'modulator' node was introduced to add a random pitch variation on each sound played back to reduce repetitive sound. The 'mixer' node was used to combine the impact sound and debris sound at the same time, the final sound cue looked like this.
This sound cue was then activated using a trigger in the kismet window which was also linked to the robots animation of being hit.
206a_00 Broken TV Robot
The 'Concatenator' node was introduced in this exercise which is used in the sound cue editor to play back a sequence of sound files in succession. It was used in this case to piece together a randomised response from a robot after the player tries in interact with it. A single wav file containing the robots response was edited into sections then re-imported, these sections were then set up to play back in a random sequence each time the player interacted with the robot. This method proves useful to both save memory and introduce variation.
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