This week was doing a lot of work to make my sounds not only easily accessible for the designers, but also giving them all the capabilities needed in order to make the sounds work the way they want them to.
A major issue we were having at the end of last week was the fact that many of the animation times did not sync up with the sounds they made before hand ("woosh" sounds to simulate how fast the characters are punching). My first instinct was to cut the length of the sound clip to match the length of the animation. This ended up being easier than I thought, but did not work how we would have liked. This ended up cutting each of the sounds before they were finished playing instead of changing the entire length of the clip.
After discussing the problem with Ryan, we decided that many of the animation sounds worked well with certain animations, but there were simply some animations that have unusual timings. A couple examples are Major Marvelous's heavy punches such as his uppercut. What Ryan decided to do was to make some generic sounds for each character's animations that mostly work together, then edit the length of the sound clips to make them fit the oddly timed animations. We decided this would be the best solution because it did not take Ryan much time at all to make the "woosh" sounds.
The other major thing I worked on this week was polish for the sound controller. Basically, I added some more lists of sounds for different circumstances as well as some other variables to help the designers control which sounds played when and what sounds they choose from.
Polish included, fixing some audio source prefabs so the sounds would all work together properly. I also added in the decals for the taunt animation and allowed them to follow the character as well as an offset that is based off of a position that is slightly above the character's head. This allows the designers to move the taunt decal anywhere they would like, but if the y value is left at 0, then it will still appear above their head instead of inside the ground.
That's about all that happened this week. The next few things I'll be working on are environmental sound implementation as well as (possibly) some character super powers. Of course, I'll still be polishing everything that's been done so far.