This is the blueprints visual scripting environment and we're going to use that to set up our sound cue. If I double click it, I end up in a sound cue editor and this looks a lot like the level blueprint editor that we used way back in the first course in the specialization to give us an orthographic camera. So I'll right click here and say I want to create a sound cue and I'm going to rename this teddy death cue because we'll play this sound cue when the teddy bear dies. The reason the documentation talks about it that way is because we can set up our sound to mix a variety of different sounds and do other context sensitive things based on what's happening in the game at the time we play the sound and lots of interesting things. So the sound cue is a conceptual representation of the possible sound in the game. The next thing I want to do is create a sound cue. So now I've saved that we file as an audio asset in my project. So I'm going to do that and then we'll come back and as you can see, I've added a file named AL and I'm going to save that. You can right click and say import and then you navigate through your file system to find the asset you want to add. I'm actually going to create a new folder here in my content for audio and then we import an audio asset. The unreal documentation says that it supports a variety of different formats, but it's going to convert it to a wave file anyway, so you might as well just import a wave file. We'll start by adding a sound asset to our project. You can do lots of really cool stuff with sound effects in unreal and you should learn on your own how to do those things as you need them. In this lecture, you learn how to play sound effects in your unreal games and we're only covering the basics here.
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