If your scene is made using Scene Animation rather than Timeline plugin, you can also just trigger from there. However, in the long term you really want to look at Timeline (or IdlePoser for completely different approach), as Scene Animation is
very limited.
Anyway, for the moment, all you need:
- Go to the Scene Audio tab and add your MP3 file or files to the scene:
- Add an AudioSource atom to the scene. Person atoms and the AptSpeaker atom are also AudioSources, you can use them as well, although the name for the "Receiver" field of the trigger is different (it's HeadAudioSource and AptSpeaker_Import instead of AudioSource).
- Trigger the audio from wherever, in your case an Animation Trigger in your scene animation. Each audio source has a "queue", like a playlist in your MP3player. There are various triggers like PlayNow, PlayNowLoop, Stop and a few others. If you don't care about the queue, just use PlayNowClearQueue. Under ClipType = URL you find the files you added to the SceneAudio tab. There are also a number of VaM embedded sounds under ClipType = Embedded.
- For a narrator who is speaking "overhead" instead of being in the room, you possibly may want to disable the Spatializer and shift SpatialBlend all the way to 2D:
If you eventually have more audio files, say more than 30-50, you may want to look into more advanced ways of playing audio. That would be LogicBricks with Audio AssetBundles, which has
way better loading performance (like 50x) and also helps managing the amount of files better.