More Sound Questions
by Frank Sutton · in Torque Game Engine · 02/10/2006 (6:09 pm) · 2 replies
Observing player.cs I see the following:
// Footstep Sounds
FootSoftSound = FootLightSoftSound;
FootHardSound = FootLightHardSound;
FootMetalSound = FootLightMetalSound;
FootSnowSound = FootLightSnowSound;
FootShallowSound = FootLightShallowSplashSound;
FootWadingSound = FootLightWadingSound;
FootUnderwaterSound = FootLightUnderwaterSound;
What determines when to play which sound? In other words, how does the engine know If I'm on grass, or sand, or watter, or metal, or in shallow water, etc? What determines a soft footstep vs a hard footstep?
- Frank
// Footstep Sounds
FootSoftSound = FootLightSoftSound;
FootHardSound = FootLightHardSound;
FootMetalSound = FootLightMetalSound;
FootSnowSound = FootLightSnowSound;
FootShallowSound = FootLightShallowSplashSound;
FootWadingSound = FootLightWadingSound;
FootUnderwaterSound = FootLightUnderwaterSound;
What determines when to play which sound? In other words, how does the engine know If I'm on grass, or sand, or watter, or metal, or in shallow water, etc? What determines a soft footstep vs a hard footstep?
- Frank
Associate Manoel Neto
Default Studio Name
It's done in Player::updateActionThread(), along with the footprints.