You can use this device to play sound effects in your game, or musical accents that are triggered by player actions. For example, you could play a musical accent when a player receives a key item or when they complete an objective. Depending on the type of game you are making, you might also want to trigger a sound when players acquire collectible objects like coins or crystals.
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Finding and Placing the Device
- From Create mode, press the Tab key to open the Creative inventory window.
- Click the Devices tab and scroll to select the device. You can also use the Search box or the Categories panel on the left to find your device.
- Click PLACE NOW to place immediately, or put the device in the **QUICK BAR** to place later.
- Press Esc to return to your island in Create mode. Use your phone to position the device, then left-click to place it. Press P to detach the device from your phone, then press P again to reactivate your phone.
- Point at the device with your phone. If the CUSTOMIZE popup doesn't open immediately, move closer until it does, then press E to open the Customize panel.
If you're using multiple copies of a device on an island, it can be helpful to rename them. You can choose names that relate to each device's purpose so it's easier to remember what each one does.
Device Options
Default values are in bold.
Option | Value | Description |
---|---|---|
Enabled During Phase | None, Always, Pre-Game Only, Gameplay Only, Create Only | Determines in which phases the device is enabled. |
Restart Audio When Activated | On, Off | If this is turned on, the audio track will restart from the beginning when the device is activated. If this is turned off, the device will ignore activations is the audio is already playing. |
Audio | Off, Accent 1, Pick a sound effect | Determines which sound is played when the device is activated. |
Volume | 1.0, Pick a number between 0.25 and 4.0 | Sets the volume for the selected sound. Volume is raised in increments of .25. |
Visible in Game | On, Off | Determines whether or not the device is visible to players during the game. |
Play on Hit | On, Off | Determines whether or not the device will play a sound when hit by a player. |
Can Be Heard By | Everyone, Instigator Only, Registered Players Only, Non-Registered Players Only | Determines which players hear the audio when the audio player is activated. |
Play Location | Device, Local Player, Registered Players, Instigating Player | Determines if the audio plays at the device location, or at the instigator location. |
Playback Speed | 1.0, Pick or enter a number | This raises or lowers the pitch of the audio by altering its playback speed. 1.0 is the default; < 1 is slower (lower pitch), > 1 is faster (higher pitch). |
Fade In Duration | 0.0, Pick or enter an amount | This determines how long, in seconds, it takes the audio to reach full volume after starting. The default of 0.0 means the audio starts at full volume. |
Fade Out Duration | 0.0, Pick or enter an amount | This determines how long, in seconds, it takes the audio to reach 0 volume when the audio is triggered to stop. |
Mesh | Speaker, Loudspeaker | Determines the visual appearance of the audio player. |
Enable Spatialization | On, Off | If this is turned on, it enables audio panning based on position relative to the listener. |
Stereo Spread | 0.0, Pick or enter a number | If you set the value of this option to > 0, the audio will be split into left and right virtual speakers, with the sound simulating stereo sound. The value set is the distance between the virtual speakers, with the listener location being halfway between the virtual speakers. |
Enable Volume Attenuation | On, Off | This is set to On by default, and several additional attentuation options display under this one. When set to On, the volume of the audio will change depending on how close the listener is to the audio source. |
Attenuation Function | Linear, Logarithmic | Determines how volume changes between the Attenuation Min Distance and the Attenuation Falloff Distance. |
Attenuation Min Distance | 4M, Pick or enter a distance | The distance from the device that the volume will remain at the set level. |
Attenuation Falloff Distance | 32M, Pick or enter a distance | The distance from the Attenuation Min Distance at which the volume will have dropped to zero. |
Enable Attenuation Visuals | On, Off | If this is set to On, a visual effect for attenuation will play. |
Sync Player Audio | On, Off | If this is set to On, all audio the player hears is synchronized across all devices. This is recommended for longer music or dialogue. |
Auto Play - Create | On, Off | Audio will automatically play during Create mode (when you are editing your island). |
Auto Play - Waiting for Players | On, Off | Audio will automatically play during the Waiting for Players phase. |
Auto Play - Countdown | On, Off | Audio will automatically play during the Countdown to starting the game. |
Auto Play - Gameplay | On, Off | Audio will automatically play during the game. |
Auto Play - Round End | On, Off | Audio will automatically play when a round ends. |
Auto Play - Game End | On, Off | Audio will automatically play when the game ends. |
List of Audio Tracks
This section lists all the available music and sound effect options available in the Audio Selection option. The musical accents and non-musical sound effects have been separated in the tables below, so the order here is not exactly the same as the order they are listed in the Customize panel.
While we strive to keep our documentation as up-to-date as possible, these selections may change frequently. This section is intended to give you a rough idea of what sounds are available so you don't have to go through each and every track to find one that fits your needs.
Musical Accents | ||
---|---|---|
Accent 1 | Accent 2 | Accent 3 |
Bump 1 | Bump 2 | End 1 |
End 2 | Failure 1 | Failure 2 |
Flashback | Game Over | Magic |
Mystery 1 | Mystery 2 | Mystery 3 |
Neutral | Positive | Reward 1 |
Reward 2 | Scare 1 | Scare 2 |
Success 1 | Success 2 | Success 3 |
Surprise 1 | Surprise 2 | Threat |
Transition 1 | Transition 2 | Unlock |
Wash | Halloween Alert | Halloween Bonus |
Halloween Discovery | Halloween End | Halloween Lose |
Halloween Mysterious | Halloween Negative | Halloween Positive |
Halloween Scare 1 | Halloween Scare 2 | Halloween Secret |
Halloween Start | Halloween Win | Dark Tilted - Accent 1 |
Dark Tilted-Accent 2 | Dark Tilted-Accent 3 | Dark Tilted-Alert |
Dark Tilted-Bonus | Dark Tilted-Bump 1 | Dark Tilted-Bump 2 |
Dark Tilted-Discovery | Dark Tilted-End | Dark Tilted-Lose |
Dark Tilted-Negative | Dark Tilted-Positive | Dark Tilted-Scare |
Dark Tilted-Secret | Dark Tilted-Start | Dark Tilted-Surprise |
Dark Tilted-Thrill | Dark Tilted-Win | Spooky Graveyard Horn |
Spooky Underwater Synth | Spooky Underwater Horn | Fantasy Sidequest 1 |
Fantasy Sidequest 2 | Fantasy Sidequest 3 | Fantasy Acceptance 1 |
Fantasy Acceptance 2 | Fantasy Acceptance 3 | Fantasy Small Victory 1 |
Fantasy Small Victory 2 | Fantasy Small Victory 3 | Fantasy Large Victory 1 |
Fantasy Large Victory 2 | Fantasy Large Victory 3 |
Non-musical Sound Effects | ||
---|---|---|
Halloween Bats | Halloween Ghosts | Halloween Laughs 1 |
Halloween Laughs 2 | Halloween Singing | Halloween Whispers |
Search & Destroy-Explosion | Spooky Hall Shimmer | Spooky Hall Bubble |
Spooky Hall Bass Steam | Spooky Hall Ghost | Spooky Hall Thunder Rumble |
Spooky Fairground Laugh | Spooky Organ | Spooky Trombone |
Spooky Carousel | Spooky Carousel 2 | Spooky Laugh |
Spooky Scary | Spooky Cackle | Spooky Whirl |
Spooky Ragtime Jam | Spooky Graveyard Whoosh | Spooky Graveyard Whisper |
Spooky Pit Fire Rumble | Spookier Pit Fire Rumble | Spookiest Pit Fire Rumble |
Spooky Pit Scream | Spooky House of Mirrors | Spookier House of Mirrors |
Spookiest House of Mirrors | Spooky House of Mirrors Bell | Spooky House of Mirrors Glass Break |
Spooky Lobby Thunder | Spookier Lobby Thunder | Spooky Lobby Woosh |
Spooky Lobby Groan | Spooky Underwater Chirp | Spooky Underwater Bubbles |
Spookier Underwater Bubbles | Spooky Carnival Deactivation | Spooky Carnival Laugh |
Spookier Carnival Laugh | Spookiest Carnival Laugh | Spooky Dunk Tank |
Spooky Prize Bell | Spooky Scared Female | Spooky Scared Male |
Spooky Scared Heartbeat | Spooky Carnival Winner | Spooky Lowkey Carnival Winner |
Spooky High Key Carnival Winner | Spookiest All Key Carnival Winner |
Direct Event Binding
Following are the direct event binding options for this device.
Functions
A function listens for an event on a device then performs an action.
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For any function, click the option, then Select Device to access and select from the Device dropdown menu.
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Once you've selected a device, click Select Event to bind the device to an event that will trigger the function for the device.
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If more than one device or event triggers a function, press the Add button to add a line and repeat these steps.
Option | Description |
---|---|
Enable When Receiving From | Enables the device when an event occurs. |
Disable When Receiving From | Disables the device when an event occurs. |
Play When Receiving From | Plays the audio selection when an event occurs. |
Stop When Receiving From | Stops audio selection when an event occurs. |
Register Player When Receiving From | Registers a player when an event occurs. |
Unregister Player When Receiving From | Unregisters a player when an event occurs. |
Unregister All Players When Receiving From | Unregisters all players when an event occurs. |
Events
This device has no events.
Design Examples
Here are some examples of how you can use the Audio Player device:
Feedback Sounds
The Audio Player has many different sound effects that can reward players for succeeding or let them know when they’ve failed. It’s good practice to make sure players always know how they are doing in your game, so use the Audio Player to provide feedback!
Devices used:
- 2 x Audio Player
- 1 x Player Spawner
- 3 x Prop Mover
- 1 x Trigger
- 1 x Damage Volume
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Create a simple parkour level similar to the one below. Place a Player Spawner in the start area and keep the default settings.
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Place a Prop Mover on the first floating platform and rotate the device towards the center of the play area to make sure that it doesn’t move too far away. Customize it to the following settings:
Option Value Description Distance 5 Meters The platform will move 5 meters before moving on to the Path Complete Action. Path Complete Action Ping Pong The platform will move the same distance in reverse after completing its initial path. It will repeat this back and forth forever. -
Copy and paste the Prop Mover for the other two floating platforms, adjusting their rotations to ensure they move in areas where the player will be able to successfully jump from one to the next.
Experiment with the distance and speed parameters on the different Prop Movers to create more dynamic and difficult platforming.
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Place a Audio Player near the finish area and customize it to the following settings:
Option Value Description Audio Selection Success 3 The Audio Player will play a positive, rewarding sound when activated. Volume Loud The Audio Player's volume will be louder than the default volume to ensure it is noticeable. Sound Distance Whole Island The Audio Player will be equally audible from any point on the Island. -
Place a Trigger that covers the entire finish area and customize it to the following settings:
Option Value Description Trigger Sound Disabled The Trigger itself will not make any sounds when triggered. Trigger VFX Disabled The Trigger will not play any visual effects when triggered. Visible in Game No The Trigger will be invisible during gameplay. -
Set the Trigger’s direct event bindings to the following:
Function | Device | Event | Description |
---|---|---|---|
On Triggered Send Event To | SuccessSpeaker | Activate | When the player enters the finish area, the Audio Player will play a rewarding sound effect. |
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Place a Audio Player near the failure area under the platforming area and customize it to the following settings:
Option Value Description Audio Selection Failure 1 The Audio Player will play a negative sound when activated. Volume Loud The Audio Player's volume will be louder than the default volume to ensure it is noticeable. Sound Distance Whole Island The Audio Player will be equally audible from any point on the Island. -
Place a Damage Volume and customize it to the following settings:
Option Value Description Zone Width 7 The Damage Volume will cover the entire space underneath the platforming area. Zone Depth 3 The Damage Volume will extend out on each side in case the player falls off of a platform when not in the center of the area. Zone Height 0.05 The Damage Volume will be very thin, and extend above the ground only slightly. Damage 500 The Damage Volume will do enough damage to eliminate the player immediately. Enable VFX Disabled The Damage Volume will not play any visual effects.
If the Damage Volume is set to eliminate the player instead of applying a defined amount of damage, it will not send an event when the player enters the zone. Instead, set it to a high damage amount so that the player still technically enters the zone before being eliminated.
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Set the direct event bindings of the Damage Volume to the following:
Function | Device | Event | Description |
---|---|---|---|
On Player Entering Zone Send Event To | FailSpeaker | Activate | When the player enters the Damage Volume, the Audio Player will play a failure sound effect. |
Here's an overview of how devices communicate in this Design Example:
Device A | Function | Device B | Event | Explanation |
---|---|---|---|---|
SuccessSpeaker |
Activate | SuccessTrigger |
On Triggered Send Event To | When the player enters the finish area, the Audio Player will play a rewarding sound effect. |
FailSpeaker |
Activate | DamageVolume |
On Player Entering Zone Send Event To | When the player enters the Damage Volume, the Audio Player will play a failure sound effect. |
You now have the base functionality for using the Speaker to provide feedback.
Feedback is especially important in games where players are learning and developing new skills. Without proper feedback, they can easily become confused, lost, or frustrated.
Pair audio feedback with visual feedback when possible, as this makes the message even more clear to the player. You could use HUD Messages to display a message at the same time a sound effect is played, or you could spawn VFX using the VFX Spawner to give more emphasis to their action.
Point of Interest
You can use a audio player to alert the player to different points of interest in the game, such as items, doors, and buttons. In this example, audio players guide players through a simple exploratory puzzle.
Devices used:
- 3 x Audio Player
- 1 x Player Spawner
- 1 x Lock
- 1 x Item Spawner
- 1 x Conditional Button
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Choose a prefab building or design your own with a few different rooms. Add a reward chest in a closed room. Place a Player Spawner in the start area and keep the default settings.
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Place a Lock on the door panel outside of the room that contains the reward chest, ensuring that the lock lights up blue to indicate that it is connected to the door. Keep the default settings.
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Place a Audio Player on the door and customize it to the following settings:
Option | Value | Description |
---|---|---|
Audio Selection | Unlock | The Audio Player will play an unlocking sound effect when activated. |
When looking for the right sound effect for your game, enable the Activate on Hit setting and use your pickaxe to hear the different sound effects.
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Place an Item Spawner in a different area of the building and drop a Gold coin while standing near it to register the item. Customize the spawner to the following settings:
Option | Value | Description |
---|---|---|
Time Before First Spawn | Never | The Item Spawner will never automatically spawn an item. |
Time Between Spawns | Never | The Item Spawner will never automatically spawn another item after spawning one. |
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Place a Audio Player over the Item Spawner and customize it to the following settings:
Option | Value | Description |
---|---|---|
Audio Selection | Surprise 2 | The Audio Player will play a surprise sound effect when activated. |
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Place a Conditional Button in another area of the building and drop a Gold coin while standing near it to register the item. Keep the default settings and set its direct event bindings to the following:
Function | Device | Event | Description |
---|---|---|---|
On Activated Send Event To | DoorSpeaker | Activate | When the Conditional Button is successfully activated, the Audio Player on the door will play the unlock sound effect to alert the player to the door unlocking. |
On Activated Send Event To | LockDevice | Unlock | When the Conditional Button is successfully activated, the door to the reward chest will unlock. |
On Not Enough Items Send Event To | GoldCoinSpawnSpeaker | Activate | When the player tries to activate the Conditional Button without the Gold coin, the Audio Player by the Item Spawner will play the surprise sound effect. |
On Not Enough Items Send Event To | GoldCoinItemSpawner | Spawn Item | When the player tries to activate the Conditional Button without the Gold coin, the Item Spawner will spawn the Gold coin. |
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Place a Audio Player over the Conditional Button and customize it to the following settings:
Option | Value | Description |
---|---|---|
Audio Selection | Success 2 | The Audio Player will play a success sound effect when activated. |
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Set the direct event bindings of the Item Spawner to the following:
Function | Device | Event | Description |
---|---|---|---|
On Item Picked Up Send Event To | ConditionalButtonSpeaker | Activate | When the player picks up the Gold coin, the Audio Player near the Conditional Button will play the success sound effect, alerting the player that the button’s condition has been met. |
Here’s an overview of how devices communicate in this Design Example:
Device A | Function | Device B | Event | Explanation |
---|---|---|---|---|
DoorSpeaker |
Activate | ConditionalButton |
On Activated Send Event To | When the Conditional Button is successfully activated, the Audio Player on the door will play the unlock sound effect to alert the player to the door unlocking. |
LockDevice |
Unlock | ConditionalButton |
On Activated Send Event To | When the Conditional Button is successfully activated, the door to the reward chest will unlock. |
GoldCoinSpawnSpeaker |
Activate | ConditionalButton |
On Not Enough Items Send Event To | When the player tries to activate the Conditional Button without the Gold coin, the Audio Player by the Item Spawner will play the surprise sound effect. |
GoldCoinItemSpawner |
Spawn Item | ConditionalButton |
On Not Enough Items Send Event To | When the player tries to activate the Conditional Button without the Gold coin, the Item Spawner will spawn the Gold coin. |
ConditionalButtonSpeaker |
Activate | GoldCoinItemSpawner |
On Item Picked Up Send Event To | When the player picks up the Gold coin, the Audio Player near the Conditional Button will play the success sound effect, alerting the player that the button’s condition has been met. |
You now have the base functionality for using Audio Players to alert players to different points of interest in an area.
It can often be difficult to get players to notice when changes occur behind them. Because Audio Players are configured to be [spatial” by default, the player will hear the sounds they play from the location of the Audio Players themselves. It’s important to use every tool at your disposal to guide players through your game; don’t ignore the power of sound effects!
Spatial audio is very useful in many different genres, from puzzle games to combat games — and everything in between! We’ll explore how this principle can be used in stealth games in the next Design Example.
Stealth Alert
You can use Audio Players to alert a player to another player's location in a stealth game.
Devices used:
- 1 x Audio Player
- 2 x Class Designer
- 2 x Class Selector
- 2 x Player Spawner
- 1 x Prop Mover
- 1 x Switch
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Choose a prefab building or design your own with a few different rooms and a glass wall separating sections of a hallway.
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Place a Class Designer and drop an Epic Suppressed Pistol while standing near it to register the weapon. Customize the Class Designer to the following settings:
Option | Value | Description |
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Class Name | Spy | The first class will be named the “Spy” class. |
Class Identifier | 1 | This class will be marked with class identifier 1. |
Equip Grated Item | First Item | When the loadout for the class is granted, the first item will be automatically equipped. |
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Place a Class Selector and customize it to the following settings:
Option | Value | Description |
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Class to Switch to | 1 | The Class Selector will switch the player to the class with identifier 1. |
Team to Switch to | Team 1 | The Class Selector will switch the player to Team 1. |
Time to Switch | Instant | There will be no delay between triggering the Class Selector and when the switch occurs. |
Volume Visible in Game | Off | The Class Selector’s volume will be invisible during gameplay. |
Visible in Game | Off | The Class Selector’s base will be invisible during gameplay. |
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Place a Player Spawner and keep the default settings. Set its direct event bindings to the following:
Function | Device | Event | Description |
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On Player Spawned Send Event To | SpyClassSelector | Change Player to Team and Class | When the player spawns, the Class Selector will change them to the Spy class and to Team 1. |
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In a different area of the building, repeat steps 2–4 for the Guard class. The Class Name should be Guard, the Class Identifier should be 2, and they should be on Team 2. They should have a Legendary Red-Eye Assault Rifle in their loadout.
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Place a Prop Mover on the glass wall in the hallway and make sure it is rotated to point upwards. Customize it to the following settings:
Option | Value | Description |
---|---|---|
Distance | 5 Meters | The prop will move 5 meters before stopping. |
Time From Start | Off | The prop will not automatically start moving and will only move when triggered. |
On Prop Collision Behavior | Continue | If the prop collides with another prop, it will continue moving. |
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Place a Audio Player on the door and customize it to the following settings:
Option | Value | Description |
---|---|---|
Audio Selection | Accent 2 | The Audio Player will play an accent sound effect when activated. |
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Place a Switch next to the door and customize it to the following settings:
Option | Value | Description |
---|---|---|
Device Model | Red Button | The Switch will appear as a red button. |
Times Can Change | 1 | The Switch can only be toggled once. |
Allowed Team | Team 1 | Only members of Team 1 can toggle the switch. |
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Set the direct event bindings of the Switch to the following:
Function | Device | Event | Description |
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On Turned On Send Event To | AlertSpeaker | Activate | When the player turns on the Switch, the Audio Player will play the accent sound effect. |
On Turned On Send Event To | DoorPropMover | Start | When the player turns on the Switch, the glass door will open. |
Here’s an overview of how devices communicate in this Design Example:
Device A | Function | Device B | Event | Explanation |
---|---|---|---|---|
SpyClassSelector, GuardClassSelector |
Change Player to Team and Class | SpyPlayerSpawner, GuardPlayerSpawner |
On Player Spawned Send Event To | When the player spawns, the Class Selector will change them to the Spy/Guard class and to Team 1/2. |
AlertSpeaker |
Activate | DoorSwitch |
On Turned On Send Event To | When the player turns on the Switch, the Audio Player will play the accent sound effect. |
DoorPropMover |
Start | DoorSwitch |
On Turned On Send Event To | When the player turns on the Switch, the glass door will open. |
You now have the base functionality for an audio-based stealth alert system.
This example shows one way to use spatial sound effects to guide player attention in a tense gameplay scenario. To maximize the impact of your Audio Players, consider any other audio that will be playing during your game. If it is a generally quiet gameplay moment (like in this example), then a quick, medium-volume sound effect will be very noticeable. If you are trying to guide players in a loud and chaotic moment, you may want to explore louder or higher-pitched sound effects to grab their attention.