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[T3D bug] material custom mFootstepSound bug?

by Enel · in Torque 3D Professional · 06/25/2010 (6:38 am) · 2 replies

datablock SFXProfile(minodeath)
{
    fileName = "art/Sound/minotaur/MinotaurosDead.ogg";
    description = AudioClose3D;
    preload = true;
};

new Material( DustTerrain )
{
   ShowDust = true;           // Show dust particles.
   ShowFootprints = true;
   customFootstepSound = minodeath;
};

else if( material && material->mFootstepSoundCustom )
            {
               // Footstep sound defined on material.  This is the way it should be
               // done now.

               SFX->playOnce( material->mFootstepSoundCustom, &footMat );
            }

i try to play sound use by animation trigger

but it has crash when try to dynmic cast to SFXProfile..

dynamic_cast< SFXProfile* >( track )

what happend this? and how can i solve it?..

anyone has foot step sound tutorial?

#1
06/25/2010 (7:35 am)
Have you read this thread? I'm not sure if there really is a bug in that code tho.
#2
06/25/2010 (7:44 am)
@Marcus

omg.. i couldnt find that thread..

thx marcus :)