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Sounds and why they are important - Logan Smith

One of the most important aspects of a game are sounds. Without noises a game feels lifeless and can confuse the player. Maybe an enemy is coming up behind the player but with no noise that player does not hear it and can't react to it. Music also is an important aspects of sounds which can set the tone for a video game.

Since out game had a lack of sounds in the project it was my duty to go about fixing that. The most basic starting point is obtaining sounds which is where you scour across the internet for free mp3 and wav files. Once you have your file you may need to convert it to an agreeable file for the engine, for example I had to convert my mp3s into wav files. The next thing is actually implementing the sound which can be very easy such as dragging in a sound into a map so that is it always playing.  The harder one are where you need to go into blueprint or code to play the sound where if you mess up the position of where it plays then it will play at incorrect times. This would be like if you reloaded a gun but the reload sound plays after the reload animation is complete.

There is also the need that may arise up where you need to cut files down. I'm having an issue like this currently that was deemed acceptable for the current build but is going to be solved in the near future. In our game we have a dash and jump and of course corresponding sound effects for when the player takes those actions. The problem is the sound files I use have a little dead air before the sound is played which leads to confusion. That is why it is important to also cut dead air from sound files.

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