Learn how to configure Audio Sound Effects in a reusable, configuration-driven (with Scriptable Objects) way! In this video you'll learn how to configure different shooting sound effects per gun or gun category, empty fire clips, reloading clips, and last bullet clips.
This can of course be easily extended to support any number of additional clips required.
We will also continue to use the Impact Management system built in this tutorial: • Impact Effects with Scriptable Object... to handle bullet impact sound effects as well, which can be easily configured per gun type, specific gun, or generically for all guns based on the surface impact type.
Since this is part 5 of the Gun Series, if you're just now jumping in it might be a little confusing. You can watch from the beginning to see how and why each line of code exists here starting from part 1: • Shooting, Simple Spread, and Bullet T...
👨💻 As always, all code from this video is available on GitHub: https://github.com/llamacademy/script...
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📚 Resources:
⚫ Audio Configuration: https://docs.unity3d.com/Manual/class...
⚫ AudioSource: https://docs.unity3d.com/ScriptRefere...
⚫ Sound Effects Used in the Video: https://assetstore.unity.com/packages...
⚫ Impact Management System Tutorial: • Impact Effects with Scriptable Object...
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Chapters:
00:00 Topic Introduction
01:35 AudioConfigScriptableObject.cs - Set up the SO
03:45 GunScriptableObject.cs - Get References to AudioConfig & AudioSource
04:15 GunScriptableObject.cs - Play Firing Sound
04:41 PlayerAction.cs - Play Reload Sound
05:25 GunScriptableObject.cs - Play Out of Ammo Sound
06:26 Create AudioConfig Scriptable Objects & Hook Audio Clips
07:40 Add Audio Source to Gun Prefabs
08:04 Play Sound on Bullet Impact using Surface Manager
09:30 Demo & A Potential Problem with High Rate of Fire Guns
10:15 A Solution to High Rate of Fire Guns Audio Issue
11:15 Demo with Solution Applied
11:40 Final Thoughts & Support LlamAcademy!
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