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Footsteps

by J.C. Smith · in Torque Game Engine Advanced · 04/24/2006 (5:34 am) · 3 replies

This is mostly a questions for GG. The current Atlas implementation does not support footstep sounds. Is this somethign that will be returning or will we need to write our own solution?

#1
04/24/2006 (6:53 pm)
In void Player::updateActionThread() they commented out the playFootstepSound(triggeredLeft, sound)

If you need it, just uncomment that portion with trigger check.
If you need it in Altas, you'll have to add altas object type in
if (gClientContainer.castRay(Point3F(pos.x, pos.y, pos.z + 0.01f),
            Point3F(pos.x, pos.y, pos.z - 2.0f ),
            TerrainObjectType | InteriorObjectType | VehicleObjectType, &rInfo))

-Mickey
#2
04/24/2006 (7:13 pm)
I trimmed down the portion to look like this, temporary hack; it works for me.
if (triggeredLeft || triggeredRight)
      {
         Point3F rot, pos;
         RayInfo rInfo;
         MatrixF mat = getRenderTransform();
         mat.getColumn(1, &rot);
         mat.mulP(Point3F(offset,0.0f,0.0f), &pos);
         if (gClientContainer.castRay(Point3F(pos.x, pos.y, pos.z + 0.01f),
            Point3F(pos.x, pos.y, pos.z - 2.0f ),
            TerrainObjectType | AtlasObjectType | InteriorObjectType | VehicleObjectType, &rInfo))
         {
            S32 sound = -1;
         }
            playFootstepSound(triggeredLeft, 1);
         }
      }
#3
04/25/2006 (10:07 am)
Awesome, thanks.