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Images for sound randomizer guide
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avanwinkle committed Apr 15, 2024
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12 changes: 12 additions & 0 deletions docs/gmc/guides/random-sound-pools.md
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Expand Up @@ -20,6 +20,8 @@ In the *Inspector* panel, click to expand the *Streams* section and *+ Add Eleme

Repeat this step to add as many sound files as you'd like to the pool.

![image](../images/sound_pool_randomizer.png)

## Randomization Settings

#### *Playback Mode*
Expand Down Expand Up @@ -54,3 +56,13 @@ You can trigger playback of the sound from MPF by using the filename of the save
If you want to leverage the properties of `MPFSoundAsset` like fade times and target bus, you can create an `MPFSoundAsset` resource and select your saved `AudioStreamRandomizer` as the *File*.

Alternatively, you can combine the sound pool and the MPF sound asset into a single resource. Create a new `MPFSoundAsset` resource and under *File*, instead of loading a sound file choose *New AudioStreamRandomizer*. This will create a new randomizer pool inside the `MPFSoundAsset` resource, and you can add streams and customize the pool like before. The randomizer will be saved as part of the same resource file so you don't need multiple files.

![image](../images/sound_asset_randomizer.png)

With the necessary playback settings included in the `MPFSoundAsset` resource, the sound player can be called as a one-liner.

``` yaml
sound_player:
villain_advance: villain_advance_callouts
```
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