The manual for using that is found here:
And it also has an example project:
The manual for using that is found here:
And it also has an example project:
Thanks - I had a version working with just strings in a script + custom resources, and I was hoping to expose the audio configuration via go.property
so I could reuse the random_sound
game object in a few places and configure it via the editor. But this:
go.property("sound1", msg.url())
go.property("sound2", msg.url())
go.property("sound3", msg.url())
go.property("random_sound1", resource.create_sound_data("/assets/sounds/cartoon_boing_jump_08.ogg"))
…yields this:
(I ended up following your recommendation of making multiple sound components, then choosing one of them at random instead)