Game Development Community

sound association

by Desmond Fletcher · in Torque Game Engine · 12/02/2001 (11:02 am) · 3 replies

In a typical propertyMap.cs file a line might look like this:

addMaterialMapping( "sand" , "sound: 0" , "color: 0.46 0.36 0.26 0.4 0.0" );

In order to have a sound associated with the "sand" texture, what has to be specified? A path to the sound?

#1
12/02/2001 (2:10 pm)
hmm, that material sound stuff looks a little wierd. It turns out the sound value on the material is an integer interpreted by the individual objects. The player associates it's own sound inpact and footstep audio profiles with the material's "sound" value as follows:

0 = Soft
1 = Hard
2 = Metal
3 = Snow

The vehicles probably do something similar.
#2
06/05/2009 (6:53 am)
So are these built-in/hard-coded?

0 = Soft
1 = Hard
2 = Metal
3 = Snow

Or am I supposed to define that somewhere?
#3
06/05/2009 (12:52 pm)
they are hard coded