Verse Library verse

02 Device

Plays a sound cue when a player walks into a designated trigger zone.

verse-library/audio/02-device.verse

# TreasureSound.verse

# We define our device class.
# This holds all our logic and device references.
treasure_sound_device := class(creative_device):

    # The trigger device detects when a player walks in.
    # Assign your TreasureZone trigger device here in UEFN.
    @editable
    TreasureZone : trigger_device = trigger_device{}

    # The audio player device plays our sound cue.
    # Assign your Audio Player device here in UEFN.
    # Set the sound asset on the Audio Player device itself.
    @editable
    TreasureAudio : audio_player_device = audio_player_device{}

    # OnBegin is the main entry point.
    # It runs once when the island loads.
    OnBegin<override>()<suspends> : void =
        # Connect the trigger's event to our handler function.
        # This is like telling the guard: watch the door.
        TreasureZone.TriggeredEvent.Subscribe(OnPlayerEntered)

    # This function runs when a player enters the zone.
    # Agent is the player who triggered the zone.
    OnPlayerEntered(Agent : agent) : void =
        # Play the sound through the audio player device.
        # The audio player device uses the sound asset
        # you assigned to it in the UEFN details panel.

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