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For this first sound I imported one of my previously created sounds of that will feature as one of the main ambient background sounds. There will be several main ambient sounds that will alter as the player moves to different platforms featured in the game world that I have created. Below is a screenshot of me importing the sound file that will be featured as the ambient sound for one of the platforms in my game world. To import sound files into UDK, there are specific requirements for the file type, it has to be roughly 41000 kHz and 16bit in order for UDK to be able to load the file into the game, when I imported my sounds I also had to be sure that my ambient sounds were imported as sound waves and my triggered/directional sounds were imported as sound cue’s. This was necessary so the sound files would work in a certain way and it would allow organizing and manipulation.

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For this first sound I imported one of my previously created sounds of that will feature as one of the

main ambient background sounds. There will be several main ambient sounds that will alter as the

player moves to different platforms featured in the game world that I have created.

Below is a screenshot of me importing the sound file that will be featured as the ambient sound for one

of the platforms in my game world.

To import sound files into UDK, there are specific requirements for the file type, it has to be roughly

41000 kHz and 16bit in order for UDK to be able to load the file into the game, when I imported my

sounds I also had to be sure that my ambient sounds were imported as sound waves and my

triggered/directional sounds were imported as sound cue’s. This was necessary so the sound files would

work in a certain way and it would allow organizing and manipulation.

After importing the first sound file, I brought it into the game world itself and scaled the area in which it will be heard, depending on where the player is positioned in the game world. Below you can see where the sound file is located in the game world on the top, side views and the real-time view.

I then repeated the same process on the other 2 platforms, so different ambient sounds will be featured on different platforms. I did this by placing the sounds by the other platforms and ensuring the blue circle only surrounded the platforms I wanted the sounds to be heard on.

This blue circle represents the area in the game world where the sound will be

heard by the player, depending on where they are located.

In my next step, I imported two separate sounds which I set to be triggered when the player approaches the area in which they are set to trigger. I did this using two of my previously created sounds and the kismet feature in UDK. I set up two sequences using this feature that trigger separate sounds in separate locations in the game world when the triggers are activated by the player entering a certain area.

Below is a screenshot of the two events I created that allow the sounds to be triggered when activated by the player.

This is the trigger as viewed in the Kismet

feature, this is where to process is set up to

allow the sound to play when triggered. The

trigger is the area represented by the camera

surrounded by the green wire framed disc,

when the player enters this area, the sound

will be triggered.

This icon in the Kismet feature I attached to

the trigger so that when the trigger is

activated by the player entering a specific

area, the sound I allocated will be triggered.

Below are two screenshots of the areas I allocated for the sounds to be triggered when the player enters the specific areas that I have set to play sounds. As previously stated, the green wire framed disc, is the area in which the player has to enter to trigger the sound to be played.