IG3 Task 2 - Programming sounds into my game Elliot Black
I started by loading in the pre-made level of a top down shooter that involves a plane shooting enemies
continuously until the player dies. The level came with pre-made sounds and objects that I could edit to
replace the sounds that were originally there, with my own. I started by removing the sounds that were
I then added my own sounds which I had created prior, into the sounds folder and renamed them
appropriately, o that they could be accessed easily and not be confused with other sounds for other
To get the background music to play continuously, I had to create an object for my background music
and set its properties so that at the start of the level it would play on a loop until the player died and
restarted. To do this I created an event that would play the background music sound on loop. I then
dragged the object into the game scene so that it would play when the level started.
I then dragged the object into the game scene so that it would play when the level started. Since the
object had no sprite, it would not appear physically in the game, so there would just be music playing.
For the player death sound, I just created an event in the player explosion object that plays the death
sound when the death animation starts. I didn’t have to create an event here as there already was one
from the prior sounds that were in the game. All I hd to do was reset the action to play the death sound
I did the same process for the last two sounds; I added the sound to the appropriate object and made it
play whenever the object would activate and since it wasn’t set to loop, it play separately each time the
object was activated and not constantly. However the each time the level restarted the background
music didn’t stop and played an extra over the one already paying when a new level began. To fix this, I
created an extra event that when the player death object activated, the background music would end.
The end product had all sounds working perfectly without any cutting out or overlapping and with all pf
them being activated at the right time.