Adding “Sound”: Managing Sound in ACTION GAME MAKER
Next, let’s configure the “sound.” First, consider what kinds of “sound” you will need.
For “BGM,” you will likely need two tracks: one for the stage and another for the title screen, which we will create shortly.
For “SE” (sound effects), you will need several, so let’s consider them by object.
For the player, you will need four sounds: “jump sound,” “bullet firing sound,” “sound when taking damage,” and “sound when defeated.”
For enemies, you will likely need “sound when taking damage” and “sound when defeated.”
You will also want a sound when the stage is cleared, so the “remaining enemy count management” will require a “stage clear sound.”
In total, we have determined that you need two BGM tracks and seven SEs.
Managing Sound in “ACTION GAME MAKER”
In ACTION GAME MAKER, sound is managed using a dedicated database called the “Sound Database.” BGM/SE registered in the “Sound Database” can be played using the Visual Script action “Play Sound.”
Therefore, let’s start by registering data in the Sound Database.
Registering Sound in the Sound Database
For the two BGM tracks and seven SE data files, please use the following files we have prepared. They are compressed in a Zip file, so please extract them and load them into the file system. Afterward, register them in the Sound Database. At this time, there is a function to batch-import sound sources placed in a specified folder, so please use that function.
sounds.zip (1.4 MB)
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Save sounds.zip to your PC.
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Extract sounds.zip using “Extract All.”
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Drag and drop the extracted sounds folder into the file system to load it.
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As shown below, if the sounds folder is directly under res://, and it contains a bgm folder and an se folder, the process was successful. If, due to an issue with the extraction software, you end up with a structure like res://sounds/sounds/bgm (where a sounds folder exists inside another sounds folder), please move the folder within the file system by dragging it so that it matches the state shown in the image below.
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Click the “Database” button in the top-left corner.
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The “Data Management” window will appear; switch to the “Sound Database” tab.
- Click the “Batch Settings” button located at the top-left of the window. If nine sound data entries are registered as shown below, it is OK. The “Batch Settings” button automatically registers sound source data located in the specified folders (res://sound/bgm, res://sound/se).
Checklist for when things don’t work
Please check if the position of the sounds folder is correct. Ensure it is directly under res:// and not nested inside another folder.