UNITY SESSION
Implement Sound In Trigger Box
1. This orange box is a sound trigger box that our developer creates it for sound designer to implement positional random sound event.
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1.1. Drag and place wherever you want the player to pass and trigger the sound.
2. On the right hand side, you will see Inspector tab of this orange sound trigger box.
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2.1. After placing the sound trigger box , you can edit Collider by click the symbol on the right of the word Edit Collider.
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2.2. You will see the green point on the surface of sound trigger box. Then, you can drag the green point to expand the trigger box. For example, you want player to hear this sound, you have to drag the sound trigger box across player path, but you have to think what player will go. As you can seen in the picture I dragged the box collider across the path so player will absolutely hit the sound trigger box.
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2.3. Above the box collider, you will see the Trigger Area (Script). This Script was created by our Developer. It is very easy to assign sound from Wwise. You can click Add New Sound.
4. Scroll down in Inspector tab, you will see AkGameObj script. This Script is the important script to run a sound. Applying Position Offset is to apply sound output in the game. You can place or set wherever you want, but do not forget to thick Is Sound Source in the picture 3.
3. This is the Trigger Area (Script)
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3.1. After you click Add New Sound. On the SoundTriggerSubinteractive, you will see Type layer. This Type means EVENT, SWITCH, and STAGE on Wwise.
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3.2. Sound Event: Is the event that you have created on Wwise and put it in Soundbank.
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3.3. Is Sound Source: if you thick it means the sound will play from the out put that you place.
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3.4. Excute State: ENTER and EXIT. ENTER means sound event will play when player hit the sound trigger box. EXIT means sound will play after player pass the sound trigger box.