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Player audio effects - foot steps

by Monumental (Daniel Crowder) · in Technical Issues · 01/25/2007 (11:50 am) · 0 replies

Hi, I'm new to TGE and I'm creating an environment modifying the tutorial.base missions. I am copy and pasting from player.cs, from the starter.FPS to get the same audio effects for footsteps and impact. I've mirrored the audioProfiles.cs in the client and server directories, and I've added

"datablock audioProfiles" for all the accompanying sounds for each property -- FootSoftSound -> impactWaterHard.

I thought I might have problems will all the sound profiles and descriptions, but impactSoftSound, impactWaterEasy, impactWaterMedium work, while the others do not. I gave the FootSoftSound and others the assignment of the ImpactLightWaterMediumSound like so :


// Footstep Sounds

FootSoftSound = ImpactLightWaterMediumSound;

FootHardSound = ImpactLightWaterMediumSound;

FootMetalSound = FootLightMetalSound;

FootSnowSound = FootLightSnowSound;

FootShallowSound = FootLightShallowSplashSound;

FootWadingSound = FootLightWadingSound;

FootUnderwaterSound = ImpactLightWaterMediumSound;



//FootBubblesSound = FootLightBubblesSound;

//movingBubblesSound = ArmorMoveBubblesSound;

//waterBreathSound = WaterBreathMaleSound;



impactSoftSound = ImpactLightWaterMediumSound;

impactHardSound = ImpactLightWaterMediumSound; // it works

impactMetalSound = ImpactLightMetalSound;

impactSnowSound = ImpactLightSnowSound;

impactWaterEasy = DeathCrySound; //it works

impactWaterMedium = ImpactLightWaterMediumSound; //it works

impactWaterHard = ImpactLightWaterHardSound;




datablock AudioProfile(ImpactLightWaterMediumSound)

{

filename = "~/data/sound/footstep_soft.wav";

description = AudioClose3d;

preload = true;

};


datablock AudioProfile(DeathCrySound)

{

fileName = "~/data/sound/footstep_hard.ogg";

description = "AudioClose3d";

preload = true;

};



any thoughts?

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