The solution was to activate the torch sound cues via a trigger (on or off) depending on where the player is within the level. This was completed by using 'Trigger Volumes' which defined areas of the level, these volumes were then added to the kismet sequence as a 'Trigger Touch' mechanism which either tuned on the sounds of the torches within the volume if the player touched (inside the volume)
or turned off the sound of the torches if the player stepped outside of the trigger volume.
Where there were multiple torches within a close distance a small delay was introduced to individual 'PlaySound' nodes as to avoid any phasing issues. Again the 'PlaySound' nodes were targeted to specific torches within each zone set out by the 'Trigger Volume'.
Screen shot of a section of the kismet controlling the sound emitted from the torches in different zones of the level. |
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