RandomSoundVolume Entities

Overview

To add more variety and authenticity to the ambiences, you can combine AmbientVolume with an entity called RandomSoundVolume. Using this entity, a one-shot sound event can be randomly fired off at a particular 3D position, or within a given area.

An entity can be created as follows:

  • Create a sound event in FMOD, which has multiple variations.
  • Assign that sound event to a RandomSoundVolume.
  • Link it to an area shape as you would with an AmbientVolume.

The following properties can be assigned:

PropertyDescription
DiscRadiusThis is the distance (surrounding the player) at which the sound will be positioned.
Max/MaxWaitTimeThese properties are the timeframe within which a sound starts. This value is measured from when the last sound started.
Random PositionWhen true, RandomSoundVolume should be attached to an area shape. It will then fire randomly within that area, whenever the player is also in the area.
When false, the entity should not be linked to an area. In this case, it will fire at random intervals, but always from the same location.

The properties of AmbientVolume entities described above are valid for RandomSoundVolume entities as well.

Nearly the same FMOD parameters as for the ambience loops can be assigned to the random one-shots, such as battle and daylight. This way random one-shots also respond to gunfire and explosions and to the day/night cycle.

However, spread is not needed because the RandomSoundVolume does not roll off outside the area shape. Instead, assign a distance parameter like to any other sound event.

In this particular example, you can see the different states for a swamp. Depending on the time and the battle status, different, distant animal calls, such as swamp_happy_day, swamp_scared, swamp_happy_night, and swamp_scared_night are triggered.

It is all up to the creativity of the designer to combine and balance the available parameters and values to create a believable and living atmosphere.