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Jefferson Lessa5,684 Points
Is there a way to link the sounds to the actual animation?
I realize that is likely very tricky to do, but I am not very found of the idea of choosing a number that "feels right" and play the sound in that interval. If I ever had to change the animation, I would need to pick a new number. That also is a problem in other similar cenarios, ie. I want to apply damage effects on an enemy when my fighter's animation swing the sword, not when the animation starts.
I don't know if there is a better way of doing this. Can someone help?
Not sure if you're still looking for an answer but....
To clarify. You would like to run an audio clip when the player's sword makes contact with an enemy? This concept is similar to the exercise of adding audio when the frog collects a fly (fly particles prefab), which is covered in the "Additional Audio Scripting" video (start at the 6:50 time mark). When the frog collects a fly, the fly particles animation is invoked; the audio source component was added to the fly particle prefab as the audio indicator, to the user, that the fly was collected. Similarly in your game, add an audio source to the game object that monitors for a character collision (player vs enemy). Another method would be to play an audio clip directly in code, if that's a preferred method. Playing an audio sound in code is demonstrated in the "Script a Random Sound Player" video. NOTE: There's no need to add the randomizing code, unless you have more than one possible sound when an enemy is hit.