You can read my notes on how to do this below.
- Right click on 'UDK' and select 'Add Actor' before selecting 'Add Trigger'.
- Once the trigger has been added left click it twice in order to bring up its options. Here it is best to change the triggers 'Collision Height' and 'Collision Radius' in order to make sure the player definitely activates it.
- Clicking on the small green K at the top of the screen whilst having the trigger selected will bring up the 'UnrealKismet'.
- Right clicking on the screen you then need to select 'New Event Using Trigger_0' before selecting 'Touch'. This will make sure that the sound plays when the player literally touches the trigger.
- Here you then right click the screen in order to select 'New Action', 'Sound' and then 'Play Sound'.
- Dragging the 'Touched' point of the trigger to the 'Play' point of the 'Play Sound' will make sure whatever sound you select plays when the player encounters the trigger.
- Selecting the 'Play Sound' box with a left click then brings up the proprieties. Before continuing bring up the content browser and find a sound you want to incorporate under 'Sound Cues', select that sound. Going back into the 'Seq Act Play Sound' section on the 'UnrealKismet' you then need to select the small green arrow next to the 'Play Sound' line which stands for 'Use Selected Object In Content Browser'.
- Now the sound will play successfully!
Luckily I was told by my friends how to incorporate my own sounds into UDK using the following steps.
- Going into the 'Content Browser' I then had to select the bottom left 'Import' button in order to select the sound I want to use and fill in the details (making sure there are no spaces).
- Right clicking the 'Content Browser' you then select 'New SoundCue' and fill in the details as before.
- Having done this a box should appear named the 'Sound Cue Editor'. Right clicking the 'SoundCue' created from the previous action you then select the option 'Edit Using Sound Cue Editor' to bring up the box.
- Now selecting the 'SoundNode Wave' that was made before you right clicked the 'Sound Cue Editor' box brought up on the screen just now select the imported sound under the file type 'SoundNode Wave' using the title you gave it. With a box now included you drag the two black boxes next to the two boxes on the screen together in order to link them.
- Now your own sounds will play in UDK!
Once I knew how to do the above I then started to place my triggers ready for when I incorporate my own sounds in the 3D demo I have yet to fully edit.




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