Playing Sound Effect Need Help

MissKerrigan

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Hi,

First I say thanks to all who helped me in the starcraft 2 editor by this forum, thanks!
My knowledge still growing bigger but I still need some help with the next:

In my tower defence in left of the map is the place where you must get resourses, and in the right of the map are the towers and creeps incoming

Now I want make a sound effect at the towers, so if you are buzy in your base getting resourses you must NOT hear the sound
If you placing a new tower and a tower makes his special effect, you must hear the sound

I guess I need some trigger which creates a sound effect in a certain location of the map but I can't figure this out

Does anybody know what I'm trying to do?

MissKerrigan
 

Dave312

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Where you looking to do this via data or triggers? If doing it via data, you need to create a new sound object (based on Spell will do) and use the Sound Assets + property to add your sound. Then go the to Actors data type and create a new actor and set the Type to Sound and Based On to SoundOneShot. Then set the Sound: Sound property to the sound object you just created. Now you just need to add an event to the Event: Events + property which creates the actor. I need some more info about the 'special effect' in order to say what the event actually needs to be.
 

MissKerrigan

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Well, the special effect is called 'critical damage'
I gave this to a zealot, the zealot is a 1x1 footprint tower which can only placed next to the path where the creeps coming at

The zealot has 5% cahnce to deal critical damage, up to 10% when upgraded
Now the sound I want to make is 1 of the zealot_death's, it's the best possible sound I could compare with the effect

It's not a problem to add the sound to the effect, you only must hear the sound when having your screen located on the zealot
So the sound must get lower the further you move your screen away


I made a trigger:

even: effect 'critical damage' is used
condition: none (can't I put a condition here: 'screen is pointed at the zealot') ?
action: play sound 'zealot_death'

Hope I explained this well enough

MissKerrigan
 

Dave312

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There are two types of sounds, 2D and 3D. A 2D sound will will be played at a constant volume regardless for where the player's camera is. A 3D sound will get softer the further the player's camera is away from the source of the sound which is what you want.

In the method I posted in my previous post, the Sound object you would have created would have been a 3D sound so it will play exactly how you wanted it to.

In your trigger, you are using the Play Sound action which it will always play the sound as 2D. You need to use the Play Sound At Point or Play Sound At Unit actions which specify a source location for the sound which means that it can be played as a 3D sound. As such, you don't need to worry about using a condition to check if a player's camera is looking at the tower. So your trigger will need to look like this:
Trigger:
  • Critcial Damage Sound
    • Events
      • Player Any Player uses Effect Critical Damage
    • Local Variables
    • Conditions
    • Actions
      • Play Zealot_Death for (All players) on (Triggering Effect Unit(Source)) with Z offset 0.0 (at 100.0% volume, skip the first 0.0 seconds)
 
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