![]() If you set a specific target then the node will search for instances of it in the game and if at least one is found then the first one is set as the target, if more than one is found then a warning will be issued, if none is found then the path anchor position will be selected as the target and a warning issued since this is not ideal. If a target is not specified the node will look for characters, if at least one is found the first one is set as the target, if more than one is found a warning will be issued, if none is found then the path anchor position will be selected as the target and a warning will be issued since this is not ideal. Target (optional): this node will automatically search for a character in the game scene and set it as its target you can optionally set a specific target instead. Must have a unique name or the node won't work correctly. Sound Name (optional): you can optionally set the sound name here you can leave it blank if the sound connected to the node has the default name 'Sound' this attribute must be set if you have different sounds in the same node is such a case each sound You can choose among 30+ different easing functions if you prefer a different behavior. To make it clear here's a comparison between inQuart and linear functions: INQUART Easing function: the easing function to be used to regulate the volume dynamically, the default value is inQuart so that the volume will rapidly increase when it is very near to the player and vice-versa. ![]() ![]() Min Distance: the volume of the connected sound will be set to maximum at or below this distance. Max Distance: the volume of the connected sound will be set to 0 at or above this distance. IMPORTANT: Make sure the 'Overlapping' attribute of the sound is unchecked or the node won't work. In this demo the 3D Sound node has been applied to the noise coming from the portal this way the volume increases as the character approaches the portal and vice-versa.ġ) Drag the 3DSound.bbnode file inside a Buildbox object and place the node in between the sound node and the one activating it, like the Start node for example: Start => 3D Sound => Sound
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