# This is our main script.
# It runs when the island starts.
# We use a creative_device class to hold our devices and assets.
treasure_sound_device := class(creative_device):
# We reference the trigger_device placed in UEFN.
# Drag your TreasureZone trigger device here in the details panel.
@editable
TreasureZone : trigger_device = trigger_device{}
# We reference the audio_player_device placed in UEFN.
# Drag your Audio Player device here in the details panel.
# The Audio Player device has a sound asset assigned to it.
@editable
TreasureAudio : audio_player_device = audio_player_device{}
# OnBegin runs once when the island starts.
# It is like turning on the lights.
OnBegin<override>()<suspends> : void =
# Tell the console the script is ready.
Print("Sound system ready!")
# Connect to the TriggeredEvent on the trigger device.
# This runs our function when a player enters the zone.
TreasureZone.TriggeredEvent.Subscribe(OnZoneEntered)
# This function runs every time a player enters the zone.
# 'Agent' is the player who walked in.
OnZoneEntered(Agent : ?agent) : void =
# Play the sound through the audio player device.
Verse Library
verse
01 Device
Plays an assigned audio cue when an agent enters a linked trigger device zone.
verse-library/audio/01-device.verse
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