Game Development Community

Adding Sounds to Models

by Rhye · in Artist Corner · 01/16/2002 (9:20 pm) · 6 replies

I'm trying to add the footsteps sounds to my model. Any suggestions? Also, what is the unlink dummy object that I've seen in other models?

#1
01/16/2002 (10:22 pm)
i believe all the footsteps and other sounds are stored in player.cs
#2
01/16/2002 (10:57 pm)
my .cs file doesn't mention footsteps and I couldn't find it in the code (tho I'm an artist, not a programmer, so I could have missed it).

Do you know what the unlink dummy does in the sample player.max file? I'm wondering if they're related...or if it's simply an engine thing. [That's what we artists say when we don't know what's going on] ;)
#3
01/16/2002 (11:35 pm)
Look in the example/fps/server/scripts there is a file named player.cs

under "// Player audio profiles" are a some datablocks.
example:

datablock AudioProfile(FootLightSoftSound)
{
filename = "~/data/sound/footfall.wav";
description = AudioClosest3d;
preload = true;
};

search in your Editor for "Foot"

replace the soundfile in the "filename" with your soundfile.
#4
01/17/2002 (12:05 am)
ahhh. thanks. I was looking at the .cs file in my player model folder.

SO, if I'm reading this correctly, the footprints that I see and the sounds that I hear (light, heavy footsteps) have absolutely nothing to do with my model or it's animations. Everything is relevant to the pivot of my bounding box, in other words. As the box moves, the script plays the sound, places the footsteps and footpuffs?

If this is the case, then can I tell a surface (brush) to cause different footstep sounds to be triggered?

This is beginning to sound like it belongs in a different thread. Thanks, Sven.

BTW: Can anyone enlighten me as to the purpose of the
"Unlink" Dummy in a player model? Does this allow the player to exit a vehicle or something along those lines?
#5
01/17/2002 (1:29 am)
or is it something simpler, like unlinking the footsteps from the Biped?
#6
01/17/2002 (6:43 pm)
The footprint sound (like the footprint map) can be triggered from an animation by putting a key and a key value in the trigger track of the sequence helper.