Exercise 9 - Adding Sounds
In this exercise we'll add various kinds of sound to the map.
Adding an Ambient Sound
You
may have noticed that you can only hear the water when you're actually
in it, not when you're standing on the side of the pool.
To fix this, open up Objects.skp
and copy in the object that looks like a green loudspeaker. This is a
placeholder object representing an ambient sound. Open its Object Properties and set them as follows.
Now select each of the floor faces surrounding the pool in turn and, in the Polygon Properties, set the Ambient Sound to "Water".
Export and play, and you should be able to hear water sloshing while standing beside the pool.
Adding a Positioned Sound
The red loudspeaker in Objects.skp represents
a sound that emanates from a particular point. Copy one and place it on
the floor inside the starting room. Open its Object Properties and set them as follows.
While
we're at it, let's put a scenery object there too, otherwise the sound
source will seem to be invisible. Copy the example scenery object
provided out of Objects.skp.
Export and play now and you should have a humming security monitor in the corner of the room.
Adding a Random Sound
The orange loudspeaker in Objects.skp
represents a random sound. It's standing up on edge because this kind
of sound can have a direction, which you control by orienting the
placeholder object in the model. Its position in the model doesn't
matter, however.
Put one in your map at some convenient place, and set its Object Properties as follows.
Select the floor of the long corridor, and in its Polygon Properties, set the Random Sound to "Loon".
Export and play, and when you're in the corridor, you should hear something worrying outside!
In Exercise 10,
we'll learn how to set the level name and other level-wide properties,
add notes to the overhead map, and apply landscape textures.
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