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Welcome back, My favorite game developers.

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As you can see, we've become a DJ in this video,

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we have our mixers.

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Now when we run the game,

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you'll notice that we can play around with the music,

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make it higher, make it lower,

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and we can also control how loud sound effects are.

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So okay, that's barely.

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You can see that when we

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increase the sound, we can hear it better.

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When we decrease the sound, we hear it less.

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So let's not waste any more time.

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And let's get to mixing 0 case.

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So let's add audio mixer and mix things up.

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Yet it, Let's do the challenge or something.

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Anyways, audio, audio mixer,

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so Window audio, audio mixer.

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There we go. We get the audio mixer here.

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Let's sell it in the scene.

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And as you can see,

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this is some kind of object.

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And if we look at the audio source on the Audio Manager,

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you'll notice that it has an output criteria

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and this is an object or a prefab of the Audio Manager,

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but you didn't see this,

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but my Unity crashed after I finished the video.

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So there is our lot of weird things.

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If you see something weird,

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it's probably because of the crash.

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Anyways, audio mixer, what do we have in here?

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This is a way you can read all about the mixers.

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But generally speaking, this is a way to control

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the sound of each and every single audio

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that we have in our world.

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Now, we have the music,

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we have the sound effects.

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So we're going to create,

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first of all, a mixer.

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And this mixer will be the main mixer.

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Very simply hit Enter.

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There we go.

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We've created a main mixer,

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and you can see right here in the assets,

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we've created a main mixer game object

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or whatever you wanna call it,

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not a game object and audio mixer controller.

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So just like we have an animator controller,

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we also have the main mixer controller.

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And we can add it into the Prefabs right here.

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So you can see it clearly.

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Next thing we have is some groups, views,

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and snapshots are not going to go

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into details and attenuation and all of that.

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I barely know what all of these are.

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All I know that I can create a group

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right here under the masters and call it the music.

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And then select the masters.

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Again. Make sure not to select

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the music selecting masters.

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And then create in here the ASA facts.

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Can you please get out of the way? There we go.

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So the sound effect,

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so you can see the master

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controls both the music and the sound effect.

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And then we can change the music and

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sound effects level as we please.

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So if I go into the Audio Manager in here,

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you can see that I can change

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the output and choose one of these two.

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So because we are using this audio source 40 music,

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I'm going to choose the music. And there we go.

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We can see that now the audio clips

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that play using this audio source

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will be using the music.

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Let's demonstrate how that works.

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So I'm going to go into the, where is it?

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The volume in here?

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I'm going to set it back to one.

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And now when I run the game any day,

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now, there you go.

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You can see how loud that is,

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but I can reduce the sound at it in play mode.

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There you go. You can see that I can reduce

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the sound using this mixer right here.

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Even make it higher than it should be.

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So keep in mind,

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this is in the play mode,

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so when I go back, I need to change it.

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But as you can see now,

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because it plays through

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the audio mixer of the group and music in here,

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that means that I can change things

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around and added them as I want.

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So I'm going to stop this. And there we go.

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You can see that because it had this red button,

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that means it was recording and it kept it at a very low,

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20 or whatever, 28 decibels.

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Okay, great, that's great.

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But now we want to add sound effects.

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But how are the sound effects produced?

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While if I run the game,

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this is something that we did

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not handle in the last video.

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I should, I pause?

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Okay, I didn't do that faster,

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nor should pause. And there you go.

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You can see that this was a one shot all you,

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and it has the Audio Source on its

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own and it plays, and it works.

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But there is no way for us to access the audio source.

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I mean, sorry, the output of this audio source,

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trust me, I've tried a lot to try to access it.

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There is absolutely no way to do this,

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but I did find some kind of way around it.

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I'm sure nobody has done this before ever.

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This is the first time that I've seen this,

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but I tried it and it works. So let's do it.

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So the first thing or the first understanding

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that we need to change about this is instead

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of just having the audio clips.

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We are going to convert them into gain objects.

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And then every single time we shoot,

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we are going to instantiate that game object.

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And then we are going to

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change obviously the output of that,

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or change the mixer on

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that game object which will have the audio source.

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I think nobody understood anything.

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So let's demonstrate how this works and you will see it.

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So back to the sound effects.

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I'm going to select all of my sound effects.

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I'm going to drag them into my hierarchy.

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So now you can see each one of those is

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a game object with an audio source.

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So what I'll do is I'll select all of these.

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So from the bottle break to

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the weapon equipped and select

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the output here and make it under

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the sound effect main mixer.

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Then we'll go to the prefab.

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Right-click, create a folder in here which will

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be the effects had entered, open this up.

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And then one by one,

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we will make all of them a prefer.

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Excuse me.

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There we go.

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Still player that player getting hit, rifle shot,

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running, shotgun, sniper shot, weapon equipped.

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And now we can delete all of those and we

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all have all of them as game objects.

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Let's make the Audio Manager also a game object.

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Save that.

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And now we should change the way

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our sound effects are played in the Audio Manager.

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So let's do that.

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I'm going to open up the audio manager in here.

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And because we are already using

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this kind of system where we get the parameter,

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we can keep it as it is.

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But instead of having these sound effects as audio clips,

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I'm going to change this into

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a game object array and save that.

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Down here we will have an error.

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Let's just comment this out, save this.

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And now back in Unity,

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you'll notice that we

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have the sound effects which are game objects.

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And I'm going to set this to 0 Enter.

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So our list is empty.

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I'm going to go into the sound effects folder,

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and I'm going to lock this down,

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select all of these,

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and drag them into the sound effect.

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So as you can see, they still have the same arrangement.

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So we can change whatever we want in the breakable,

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for example, or the pistol,

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and everything will stay the same.

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The implementation of the method will stay the same.

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So now that we have this out of the way,

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let's apply our changes.

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And let's go back into

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the code and see what we're going to do.

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Now, I'm going to issue you a challenge.

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I think it's a pretty solid

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eight out of ten on the difficulty level.

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So I'm going to give you a tiny hint.

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This is not a big hint,

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or just create a private game object,

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which is going to be V as a fax.

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And this is because we will be hoops.

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Later on, we will be deleting

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this game object and we need a reference to it.

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So I'm going to save this and

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I'm going to take you to your challenge.

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Your challenge is to instantiate the sound effects.

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So convert the method play as Effects.

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You'll need to instantiate VV.

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The proper as effects gameObject.

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You'll need to make sure the parent is

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the main camera so we listen properly.

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Why the main camera?

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Well, obviously because we said we want to have

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the sound effect instantiate at the closest listener.

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You need to destroy

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the sound effect after a certain amount of time.

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And we are going to use something called the invoke.

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So we've done coroutines,

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we haven't done invokes yet.

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And I'm just going to show you

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a little bit of what our invokes.

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Anyways, this is the invoke right here,

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which is a mono behavior.

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And you can see, you can use the invoke

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using the method name string and use a flow time.

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And if the time is set to 0, this is in book.

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Anyways, for better performance,

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you can use coroutines instead,

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but I just wanted to show you This invoke works.

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You can see right here and the example how it works.

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And finally, I'm going to give you a small hint.

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Use the clip planks for the amount of time to wait.

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So with that information,

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I know this is one of the harder videos.

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Challenges, I mean, if you find involve very tricky,

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and even I had to do it multiple

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times in order to get it 100% right.

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You can still use coroutines, it's perfectly fine.

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I just want you to know or have this tool in

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your own arsenal just in

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case maybe sometimes you do need it.

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So that out of the way,

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pause the video right now and go to the challenge.

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Okay, welcome back.

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How did you get on with that?

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I hope it wasn't too hot.

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So in here, what we're going to do is first of all,

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we're going to go ahead and instantiate.

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And what are we instantiating?

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We're instantiating the FX

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at the fax number that we have been sent.

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And we need to choose the parent.

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And this parent is going to be the camera,

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but Maine, and it's going to be transformed.

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So I'm not sure if we've ever access the camera dot main.

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Maybe we did, maybe we didn't.

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I hope it wasn't too hard of a challenge, but anyways.

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This is how we make it as a child of the game camera,

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you have the main camera.

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And then after we do this,

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we are going to create a method in here,

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which is going to be a private void.

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Destroy as affects gain object.

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And in here we are going to destroy,

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but what are we going to destroy?

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You want to destroy these sound effects right here.

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So I'm going to create a game object Via or no,

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sorry, sorry for that.

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I meant not create the game object.

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I've already created it.

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So v as f x will be equal

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to the game object that we've instantiated.

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And we are going to destroy the US effects.

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And that's all that we need to do.

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Then we have the invoke.

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So invoke or no,

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this is not the one that we need and invoke,

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this is the one that we need.

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In here.

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We need to give it the method name,

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so I'm going to copy the method name.

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But in between these two little quotes,

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and then we need the time and as I've said,

273
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we need to use the time of the eclipse.

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So how are we going to do this?

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Well, we can use the effects.

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Then we can get the component on it,

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which is the audio source or the o force.

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And then from there we can access the clip.

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And using the clip,

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we can access the length of that clip.

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So I'll save that though,

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what is happening in here?

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First of all, we are instantiating

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the sound effects based on

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00:12:37,040 --> 00:12:38,980
the sound effect number that we get.

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00:12:38,975 --> 00:12:43,315
We then get the camera or we make it a child of

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00:12:43,310 --> 00:12:45,380
the main camera by accessing camera

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dot main taught transform.

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I believe we went through this.

290
00:12:48,920 --> 00:12:50,620
I just can't remember where.

291
00:12:50,615 --> 00:12:53,885
But anyways, we make it a child of the main camera.

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Why? Because we want the sound to

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00:12:55,760 --> 00:12:57,640
be exactly on the main camera.

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Then we invoke a method that will

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destroy the sound effect after a certain amount of time.

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Because remember,

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the objects once instantiated need to be destroyed.

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00:13:07,340 --> 00:13:11,540
And we don't want to have our hierarchy filled with

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sound effects that we are no longer using or even

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00:13:14,570 --> 00:13:17,360
game objects that we are no longer using.

301
00:13:17,360 --> 00:13:18,560
And then we've created

302
00:13:18,560 --> 00:13:20,780
this destroy sound effect game object that

303
00:13:20,780 --> 00:13:22,790
destroys the v sound effect

304
00:13:22,790 --> 00:13:24,980
that we've instantiated up here.

305
00:13:24,980 --> 00:13:29,840
So that although the way save that back in Unity,

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00:13:29,840 --> 00:13:33,460
open this up, let's run the game.

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00:13:33,455 --> 00:13:35,365
Save all of that because I'm

308
00:13:35,360 --> 00:13:36,850
afraid of this crashing again.

309
00:13:36,845 --> 00:13:39,085
So now when we run the game,

310
00:13:39,080 --> 00:13:41,180
Let's open up the camera.

311
00:13:41,180 --> 00:13:42,950
We can see right here the main cameras.

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00:13:42,950 --> 00:13:46,310
So when we should pause this, look at this.

313
00:13:46,310 --> 00:13:49,250
So now we have the pistol shot. There we go.

314
00:13:49,250 --> 00:13:51,300
So let's continue.

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00:13:55,870 --> 00:13:59,720
You can see that we have 1234 and all of them.

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00:13:59,720 --> 00:14:02,410
And you can see appear in the sound effects that

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00:14:02,405 --> 00:14:05,395
it's being affected by the sound effects appear.

318
00:14:05,390 --> 00:14:08,210
Let's try this on. Okay, so we got the same gun.

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00:14:08,210 --> 00:14:09,070
No worries.

320
00:14:09,065 --> 00:14:10,565
Let's try this again.

321
00:14:10,565 --> 00:14:12,505
Maybe we get again.

322
00:14:12,500 --> 00:14:15,050
We get again the pistol, please.

323
00:14:15,050 --> 00:14:16,690
Can I have a shotgun,

324
00:14:16,685 --> 00:14:18,325
please? Or a rifle?

325
00:14:18,320 --> 00:14:18,920
That's good enough.

326
00:14:18,920 --> 00:14:25,310
So now when we shoot, there you go.

327
00:14:25,310 --> 00:14:27,290
You can see that all of the shots have been

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00:14:27,290 --> 00:14:30,520
instantiated in here and they are being played.

329
00:14:30,515 --> 00:14:32,135
So I hope you enjoy it.

330
00:14:32,135 --> 00:14:34,075
I hope you are committing

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00:14:34,070 --> 00:14:36,110
your changes and I'll see you in

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00:14:36,110 --> 00:14:37,910
the next video as you can see

333
00:14:37,910 --> 00:14:40,850
our gain as much better now with sound effects.

334
00:14:40,850 --> 00:14:43,750
So that done, I'll see you in the next one.

335
00:14:43,745 --> 00:14:46,055
If you haven't already lever view, I'll see you.

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00:14:46,055 --> 00:14:47,285
Then.

