cboy23
New Member
Posts: 1
Posts: 1
|
Post by cboy23 on Jun 18, 2019 3:56:46 GMT
So I have a game that has multiple enemies with multiple sounds each. 1) How do I grab all of those spells and put it under one enemy for better organization purposes? - Enemy Sounds: Firing Skill, Healing Skill, Meteor Skill
- Enemy 2 sounds: Firing Skill, Healing Skill, Blizzard Skill
2) How can I ensure that Master Audio ONLY loads the sounds for the particular enemies I have available in the current map?
- Slime monster available! Bringing Firing skill, healing skill, meteor skill.
- I'm ok to either CODE THIS when I create my pools or attach a script to the particular monster that is about to get pooled. Attaching a script would probably be easiest.
3) Can I have this Prefab in my game scene with all the sounds under it? I feel it isn't best practice but not really sure how else to get sounds to work.
Thanks in advance!
Sorry forgot a picture:
imgur.com/raFu9hx
|
|
|
Post by DarkTonic Dev on Jun 18, 2019 18:49:15 GMT
#1, I don't understand the question. You probably just need to name the Sound Groups accordingly, i.e. Enemy2BlizzardSkill. #2, put a Dynamic Sound Group Creator on each enemy, with all the Sound Groups that enemy needs. #3, Which prefab are you referring to? I don't understand the question. All Sound Groups, Audio Sources and Audio Clips live only in Game Objects that are part of Master Audio.
|
|