Working on the audio today, and most of it was very straightforward - as yesterday I had combed through the ProAssets I wanted for the game and converted the remaining audacity recordings from my colleagues into .wav files - so it was a case of simply upload and create sound cues.
So I then created several sound variables and attached these on to the character BP - so that I can change them each from the world outliner, according to the player type.
But, as is now considered inevitable, not all goes to plan...
Along came the dreaded footsteps. A few too many hours were sunk into numerous attempts to spawn sound in, with all the variant possibilities on that, and sometimes it worked, sometimes it didn’t - even though I could see the red line of energy flowing through it. Also, being able to turn this off when the player is stuck waiting to answer a question proved just near enough to sacrifice all patience.
However, Google, or rather I should actually credit Unreal community posting’s, came to the rescue, yet again, teaching me what to do... so next I re-added the footsteps as an audio component instead as a variable sound cue. That way I could gain access to it, create an event to set it to play, and then earn the functionality to turn it back off when the player is in a stop event.
Yeehaw. Getting there. 7 days left before hand-in.












