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Build a Game with UDK by Geoffrey Sholler

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Summary

Now that we have a decent grasp of what kinds of sound control UDK offers us and how to manipulate sounds in the editor, we can set about bringing our game to audible life. A quick tip for placing ambient sounds: if you look at something that visually seems like it should be making a noise like a waterfall, a fire, a flickering light, or whatever else, then it probably should have an ambient sound of some sort placed right on it. And as always, what we've covered in this chapter is an overview of some of the bare bones basics required to get started exploring sounds and soundscapes in UDK. There are plenty of other actors, settings, and things that can be done. So, again, I recommend playing around with anything you can find. Experiment ...

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