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Author Topic: Footsteps  (Read 888 times)

Amanda_Brooks

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Footsteps
« on: Jan 31, 14, 05:34:11 PM »

I've done a forum search, but haven't found anything that covers this topic:

What is the best way of implementing footsteps in the HE?
Is flagging different textures to trigger different footstep sounds - like concrete, grass, gravel, and so on - the correct way to go? And if it is, won't it also increase draw calls by requiring more separate textures to be used?
For example, a normal building can usually be covered by a single texture, but if separate textures are needed to trigger different footstep sounds, then that same building might need multiple textures to cover the different footstep sounds needed for, say, an air con unit and pipes on the roof.
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keeperofstars

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Re: Footsteps
« Reply #1 on: Feb 01, 14, 12:54:06 AM »

can setup up fxtriggers and then put them all over the place to make the effects play different sounds, in a dirty implementation.

A more built out solution, you would look at having a base footprint sound that plays when moving, then for anything like a street or a building you glom a class onto it to add a few fields like footstepSoundFile, FootstepEcho, FootStepVolume, etc.

Then have an animation note get used to place the footsteps at the players foot all the time and play the correct sound. Adds a bunch more too it but can get it to be quite impressive. Just a lot of work.
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