All right, welcome back everyone. In this video we are going to be talking about sound in the level dressing process, we're going to be talking about how to import sounds and use sounds in your game. Firstly, I want to direct your attention down to the Content Browser, where I am in the Content Browser Starter Content audio folder. And in this folder, there are some sounds that you have to pick from to place around your level. We'll talk about these different colored thumbnails in just a moment. Now you can see there's not that big of a selection here.
So how do you add your own audio to a project? Well, first thing to know is that if you're looking to import sounds, they need to be a dot WAV file dot w A v. Once you have located some dot WAV files that you want to import into the editor, there are a few ways you can import them. One, you can click on this import button right over here, locate the directory that your sound file is in, and then simply click open and that will bring it in. However, I like to go this route, I like to go into my folder directories beforehand. Find the WAV file, there it is a.wa V file that I want to bring in and simply left click on it, drag it down into the folder in the Content Browser that I want to. Once you see that plus bind that plus button, release the left click and it will start the import process.
That was a, a musical track here so it's gonna take a little bit longer. I'm just gonna exit out of here really quick. And now you can see that it is in my content browser. The asterisk here means it needs to be saved so you can right click on it and click Save and that will get rid of the asset. risk. So next let's talk about these different colored thumbnails.
What are the differences here? Well, any thumbnail that is in black and you see that sort of wave form in the background that is known as a sound wave file, as you can see from my tooltip here, that is essentially the raw sound file that has been unedited. Contrast that with these blue icons. If I mouse over this, you can see in the tooltip, that it listed as a sound cue file. Now these are edited sound files that can mix and match match sounds, they can alter pitch, randomize between sounds, etc. In fact, I'll show you an example of one of these.
We're not going to dig into this too deep because again, this is a black hole that we could go down that I don't want to get too deep into. But we're going to double click on this explosion cue. And this is something known as the sound cue editor just as a very high level speaking Hear how this works is it takes in a couple of sound WAV files, that which these guys are sound waves. And in this case it is randomizing between the two, modulating the sound that is altering the pitch and volume in some fashion and then outputting that sound. So there's a whole bunch of different nodes that you can link together to create different audio results. So again, we're not going to dig too deep into that at the moment.
Okay, so now you've got some sounds in your content browser. How do you add them to your level? Well, it's as simple as simply dragging and dropping either a sound wave or a sound cue into your level. piggybacking off of our last video where I've got this dumpster fire of sorts going on here. It's pretty cool that we've got this visual of a flaming garbage can but I can't hear anything. So how about We changed that.
What I can do here is find where is it the fire to go left click and drag that right above my garbage can. And you'll notice a couple things when I did that, one is that I have this sort of orange spherical shape around my little speaker icon here that represents an ambient sound actor. number two thing to note here is that there's actually not just one of these orange spheres, there are two and if I kind of pan back here, you can see it one way up here. Why are there two spheres surrounding this sound? Well, the way it works is this, inside of this inner sphere, you are hearing that sound, which is sort of a fire crackling at 100%. sent his volume.
As you get further and further and further away from it, it'll get quieter and quieter and quieter until you reach this outer edge, at which point you will no longer hear it. So how do you adjust those radio? Well, with that actor selected, over in the Details panel, there is a parameter called override attenuation. And if you select that, suddenly some properties down here illuminate this inner radius is this inner orange, spherical wireframe right here, I'm gonna set that down to be like 200. And because fire is a pretty subtle effect, in fact, I'm going to set that to be 100. kind of tight around that garbage can. This fall off distance determines the distance between this sphere and this outer edge way out here.
So we can to actually hear this flame cracklin from way out here, which is crazytown. I'm going to set that to be something like, I don't know 500 that might even be too much. So now if I was to right click and play from here should not be able to hear it should not be able to hear it. Now as I get closer, I can start to hear it. And as I get closer still, you hear it at full volume. Okay, that's kind of cool.
What are some other things that I can do with sound? Well, if you select that sound actor, again, this ambient sound, you can modify things like the volume multiplier or the pitch multiplier. So let me just change the volume multiplier to say three, and then I'm going to right click and play from here. And you get a sense as to how that is increases the volume. Let's select that again change that volume multiplier back to one and I'm going to change my pitch multiplier to, let's go to right click play from here and you can hear how that modifies the sound. Another thing to note with sounds is that you can attach them just like we attach this particle.
So I could right click on it attach to choose that eyedropper icon and say I want to attach it to that their garbage can. Also another thing that you can do with sounds and you can do with particles in a variety of other things for that matter, is you can select those actors and in the Details panel, there is a property called auto activates that is checked on. If I was to uncheck this, you would not hear that sound at all through scripting, which we will cover later on in the course, you can then make it so that if you were getting close to this here flame or this flaming garbage can, by the way, you could say, hey, I want to turn it on. So just know that this is something you can toggle on and off. And this is oftentimes also toggled on and off through scripting.
Anyways, with that knowledge of sounds done guys, I would say you have the green light to go ahead placing some ambient sound actors throughout your level. That is gonna do it all for this one guys. We will see you in the next one.