WEBVTT

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Welcome back.

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So we're almost done polishing up our goblin spear.

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Although when we hit the spear goblin, we're causing it to hit React.

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But we don't have any sound effects for that.

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And we don't have sound effects when we kill the Goblin.

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So we're going to implement those in this video, which should be fairly quick.

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I'm going to go into assets, enemies, goblin animations, spear and go into my hit React.

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And I think we could use a sound effect here.

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So let's see what sound effects we have in assets sounds.

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We're going to go to Enemies Goblin and we have one called Hurt, and we have these three sounds, and

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I'd like to make a sound effect with that.

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So I'm going to go back to Sounds and copy the SFX template multi into Goblin Hurt Copy here and we'll

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just rename this SFX.

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Goblin hurt.

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And I'm going to open it up, open the content drawer, make sure it's open to Goblin hurt doc and layout.

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So I have these three, get my input array and bring those sound waves into it.

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And I know I'm going to want this to be a little quieter, so I'm going to take that volume multiplier,

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try 0.25 and it looks like I might have dragged in the wrong sounds.

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Yeah, I dragged in the swipe sound, so I'm going to hit the trashcan and go back to my content browser

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tab and make sure I go to enemies Goblin hurt and get those sounds.

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That's the one.

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We'll get those.

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Press play and that looks pretty good.

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Now with this selected SFX Goblin Hurt, I'll go into my hit React and we'll go ahead and just add a

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sound.

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I'm going to I'm going to rename this notify track to sounds, right, click add, notify play sound.

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And there it is.

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Let's see how this looks and sounds.

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By pressing play.

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Perfect.

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Now we can give this a little bit more random variation on our pitch as minimum is zero.

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Max is 1.25.

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We can go to like negative two to positive two.

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And if we wanted even more, we can go to negative three and positive three.

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We just have to be careful.

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We don't want too large a variation and let's see how that looks.

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I actually like it a little higher.

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So I think what I'll do is go from zero to probably positive four or so.

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And testing it out.

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And we don't get a sound when it dies.

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Just when it gets hit.

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Perfect.

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Now I'd like a death sound.

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Now, this will be a little different because we're not actually playing a montage for death, so we're

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going to need a variable for a death sound, and we can put that on the base character class.

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So I'm going to save all.

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We're going to let's close all tabs and just go to the public folder character or a character base and

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we'll put a sound and this will be for the death sound.

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So let's make a new sound base.

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That's a pointer.

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We'll call this death sound.

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I'm going to give it the same new property specifier as Blood effect.

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And we're going to want to play the death sound on death.

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And that can be in multicast handle death.

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So I'm going to find that.

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Multicast handle death and we're going to play a sound at location.

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I'm just going to put it right here at the top and this will be using you gameplay statics.

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So alt enter will get my include for that and we'll use play sound at location and pass in all the parameters.

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This for the world context object death sound for the sound location get actor location rotation get

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actor rotation.

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The rest of these can be left out.

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And there we go.

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Now we just need a sound effect to play.

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Let's go ahead and compile and launch.

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Okay.

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So back in the editor we have Goblin hurt.

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We're going to want a Goblin death sound as well.

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I think I can close project settings and let's go to Goblin and asset sounds enemies and here's a death.

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So I'm going to want a sound effect for this.

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So let's copy sound effects template multi into Goblin death copy.

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Here, rename this to SFX Goblin Death.

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We'll open it.

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Will open the content drawer, dock and layout and make sure we're in sounds.

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Enemies Goblin death.

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We'll get these three.

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We'll select our input array, drag these three sounds into it.

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Close the content browser.

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Take our volume multiplier.

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I'm going to set it down to about 0.25.

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Let's see how it sounds.

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I might bring that down to 0.15 for the volume multiplier.

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Looks good.

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Sounds good, I should say.

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And let's set this on the goblin.

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So we're going to go to Content Blueprints, Character Goblin Sphere.

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Let's open that blueprint, Search for Death Sound and we'll set this to SFX Goblin Death.

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Now we can test this out.

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Let's go ahead and kill the goblin.

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Poor little guy.

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All right.

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Now it's a little bit harder to hear on top of auras.

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Exploding fireballs.

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But that's okay because soon we're going to be causing death on a massive scale for these little guys,

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which means there will be a lot of those death sounds.

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And I don't want them all to be overwhelming.

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So I'm okay with it being a little bit more quiet.

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Excellent.

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All right.

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So now we've basically polished up combat for our little goblin spear guy, and we've also set up a

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pretty good framework that we can use for our other enemies when it comes to effects.

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So now we just need to do some polishes for our other enemies, and we'll do that in the videos to come.

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So great job.

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I'll see you soon.
