WEEK 3: Object Behavior Modification and Adding Motives


Adding New Sounds (continued)

The Add Item window will pop up. Please fill in the boxes so that your window looks like mine.


Fig. 1.49

We chose FWAV from the "Type" pull down menu, because this is a WAVE (sound) file. In the ID box, we inserted the number 6, because there are already 5 sounds in the chair, and since all those are needed (we shouldn't override them), we will use the next available number for reference — the number 6. The Name box we are leaving empty, just like the other sounds already there. None of them have descriptions. Hence, your FWAV window will now look like this:


Fig. 1.50

See how each sound file has a (size:16), etc. at the end? Ours doesn't. Ours is a mere 1. This is because although we have added the slot that will contain our sound reference, we have not yet added the actual call to the sound (the sound name).

Note: We cannot import actual sound files into these slots. Well, actually we can, but since the game does not play the sounds from here, importing them would be useless. At this point, all the game asks of you is to tell it which sound to play, and the game will find it on its own. Hence, the reason we merely enter a sound name and not an actual sound file.

Let's add our sound reference. Double click our new #6, which is currently empty. When the FWAV editor opens, insert the name of your approve sound (which you should have written in your notebook), and then click "OK".


Fig. 1.51

 

Continued on Next Page . . .