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Hello, I've got some questions. After doing some research (Steam Dev Forums) I found out that you can indeed use custom audio in your map. So I added my custom audio to \data\custom\sfx\myaudio.ogg In the Editor I clicked -> Refresh Filesystem, then clicked Validate and Build -> Build Audiobank. Custom Audio SFX .ogg was detected and successfully imported. Now I find out that these "custom" audio files can not be played using the SoundEmitter Classes etc. But rather using the Trigger in a objects (asset) _FIELDS_ properties. How do you set this _FIELDS_ trigger property up properly? I added the custom_sfx.ogg into the execute field: Question do you have to specify filetype like do you add: a) custom_sfx.ogg or just custom_sfx into the field? How does the trigger property work anyway? What does autoexecuteRange (default 2.5) do? What is Trigger Distance? Here is what I did. I added a cb_radio_a.msh and put the custom sounds in the trigger, which wouldnt work. The only way of making this cb_radio_a.msh "interactable" for me was to add the PhysicalSwitchDl Class, link that on to a Sound Emitter, then use the Sound Emitter to play aSoundName (which apperantly can only play the default sound SFXs etc.) TLDR; How does the Trigger property exactly work? How do you exactly play a custom SFX .ogg when i.E. interacting with some object (like pressing a button on a radio).