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The result of this episode, our game now has sound. There are sounds for jumping, coin clinking, slime stepping sound, hurt sound, and a cheerful background music that plays continuously during gameplay. Hello, we continue with the Kiko adventure series. Sound makes the game feel alive. In episode 8, we import sound effects and music, then play them using audio objects. In the new project, right-click the sounds folder, then import sounds.
Click import audio and select 5 web files at once. Jump, coin, step, hurt, and win. Construct converts them to web format, then click import.
Do the same thing for the music folder for the music.web file. The music folder is used for long audio that plays in streaming.
Insert an audio object, as well as global objects like keyboard. Open the game events. Create an event Kiko Platform on Jam, its action is audio play, select jump.
Add an audio play action to the existing event. Coin on the coin collection event, step on the enemy stepping event, and hurt on the hurt event.
Create an event System on Start of Layout. The first action is audio stop OL so that the music doesn't overlap when replaying. Then play the music with loop and volume minus 10 decibels so it doesn't cover the sound effects. Save and preview.
When played, every jump, coin, and step now has sound, and the background music continues to play. Our total events are now 14.
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