Adventure Puzzle Kit - V1.6 - Documentation
  • APK - V1.6: Introduction
  • ⭐Getting Started
    • Quick Setup
    • Setting Up Interactive Objects
    • Tag & Layer Reference
  • 🏔️URP Setup
    • URP Setup
    • Deferred Rendering?
  • HDRP Setup
    • HDRP Setup
  • 🛡️System Breakdowns
    • AK Inventory Canvas
    • Door System
    • Keypad & Phone
    • Note & Letter
    • Themed Key
    • Generator
    • Gas Mask
    • Flashlight
    • Examine
    • Padlock
    • Chess
    • Lever
    • Valve
    • Fuse
    • Safe
  • ⏭️Extending
    • System Inputs
    • Name / Emission Highlighting
    • System Namespace
    • Adding a Trigger Event
    • Adding Audioclips
      • Audio Effect Volume
    • Swapping Character Controllers
  • ❓Support
    • FAQ
    • Examine Issues?
    • Post Processing Errors
    • Examine Text Missing?
    • Tooltip Manager
    • Yellow Warnings?
    • Item Pickup Range
    • Animation Rotations
    • I can't see new fields / variables?
  • 🌀Development
    • Patch Notes - V1.6
    • Roadmap
  • 📧Contact Me
    • Contact Me
    • Request A Feature
    • My Other Assets
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  1. Extending

Adding Audioclips

PreviousAdding a Trigger EventNextAudio Effect Volume

Last updated 1 year ago

ScriptableObjects for audio can be created by "Right Clicking anywhere in the project panel > Create > Sound" or duplicating an already created SO.

ScriptableObjects will all have specific settings that control the audio clip which is used, that you can change, the volume, pitch, variance and whether it can loop. All features of the default "AudioSource" component.

In the "AudioManager" is good to add the size of the "Sounds" array to the number of sounds which will play within this system. By default it has 5 SO audio clips, these should be added to access them all.

Look at the inspector of the any interactive object with the "SurvivalItem" script and this will have slots for specific SO sound effects that you can add! This allows you to play that specific SO from the audio manager.

Referencing the Audio Manager Use the code, within your scripts to reference your sounds to play. This code will play the references ScriptableObject sound effect.

AKAudioManager.instance.Play(VariableName);

LINK TO AUDIO REFERENCE GUIDE

Adjusting Audio Effect Volume:

⏭️
Audio Effect Volume