Sound Settings
Last updated
Last updated
Universal Monster supports adding sounds to nearly every aspect of the system. The sound options are also setup to be universal so that they can be used for things like animations and behavior tasks. Most of the time, you will use them for animations, but there may be a few instances where you may want a certain behavior task to also play a sound. An example would be when your monster enters the Locate task, you may want them to say something like "Where are you?" or "I'm gonna find you!".
Start Sound and End Sound have the same setup process which is outlined below. Start Delay is the delay in seconds that only applies to the Start Sound. End Sound will always play at the very end of the animation. If you need sounds to play at a particular point within an animation, a sound animation notify is better to use.
Sound: Choose the sound asset Sound Options: Volume Multiplier, Pitch Multiplier, Start Time, Attenuation Settings, Concurrency Settings. These are all the normal UE4 options for playing a sound. Make Noise?: If you want the AI to hear the sound, this option should be set to true Loudness: This is a multiplier used with Max Range to determine how far away the sound can be heard Max Range: This is the max range of the sound Tag: The tag associated with the sound which will be used to trigger a custom event. The default is "Noise", which will trigger AI reactions.