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Add mine sound effect + sound effect process (#40)
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* Add checklist

* Add pickaxe sound effect

* Hook up Pickaxe Hit sound

* Add magic reload thingy

* Update .gitignore

* Add pipeline for adding sound effects

* Update readme

* Small tweak
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nucleartide authored Apr 4, 2023
1 parent b02f66e commit 8437989
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16 changes: 16 additions & 0 deletions .github/PULL_REQUEST_TEMPLATE/add_sound_effect.md
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## Pipeline

1. [ ] Find a sound effect from freesound.org. (I like this most currently, no need to download nor pay for huge asset pack.)
2. [ ] Check the sound's license to ensure that I can use it.
3. [ ] Import sound into `Sounds/` folder.
4. [ ] Update `Sounds/Attribution.md` doc. Give credit where it's due!
5. [ ] Expose new reference in the `AllTheSounds` ScriptableObject, and hook up the `AudioClip`.
6. [ ] Expose game event for when you want the sound to be played.
* For example, the `PlayerAnimationEvents` script exposes player animation events to C#.
7. [ ] Make `SoundManager` listen to the new game event, and play the corresponding sound when the event occurs.

## Alternatives

* bfxr.net
* Purchase a reputable (not stolen, like Sidearm Studios') sound effect pack on the Asset Store
* Research other methods of procuring or producing sounds on Reddit
4 changes: 4 additions & 0 deletions .gitignore
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Expand Up @@ -65,6 +65,7 @@ Assets/Plugins/Ciathyza/
Assets/Plugins/Kevin Iglesias/
Assets/Plugins/Kevin Iglesias More/
Assets/Plugins/polyperfect/
Assets/Plugins/Ultimate SFX Bundle*

# Mac stuff.
.DS_Store
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# Test builds.
test_build*

# Hot Reload for Unity license. Seems like sensitive data, so don't commit.
LicenseSpring/
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Expand Up @@ -21,7 +21,7 @@ AnimatorState:
m_MirrorParameterActive: 0
m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0
m_Motion: {fileID: 7400000, guid: b1c4a57ece73d404f9aebbd969b9be3a, type: 3}
m_Motion: {fileID: 7400000, guid: 06319f34732b348508ddd64a63cca211, type: 2}
m_Tag:
m_SpeedParameter:
m_MirrorParameter:
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