Triggering sound effects, explosions, and destruction

The next step is to define the sequence of actions that will be triggered from the True path of the Branch node. Earlier, we identified three things we wanted to accomplish when destroying a target. These were hearing an explosion, seeing an explosion, and actually removing the target object from the game world. We'll start with the often undervalued, but always critical, element of satisfying game experiences: sound.

The most basic interaction we can design with sound is to play a .wav sound file at a location in the game world once, and this will work perfectly for our purpose. Drag a wire from the True execution node of the Branch node to empty grid space, and search for the Play Sound ...

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