Game Development Community

Foot Sounds Not Working?

by George Ison · in Torque 3D Professional · 02/18/2011 (11:57 am) · 8 replies

Hey all,

Im a newb to Torque so please excuse my ignorance to this engine, but Im trying my best to learn. I have a very good grasp on the tools and editors available in T3D and I feel comfortable with their use and such. So now Im trying to dive more into the datablock/scripting side of things and for this I wanted to do something simple (or what i thought would be simple..)to try and get a better handle on the concept. So I decided to work with footstep sounds and debris/dust from the players feet.

So from this I went to the players datablock and setup some sound files that were default to the engine. I then setup some materials in the material editor that I had also used to paint the terrain with. However, no matter what, I cannot get the first noise out of my chracter or dust particle when walking on anything? I know this is probably so easy, but the datablock and scripting is far and away becoming the hardest part of Torque to overcome. Im a Procedural Basic and VB programmer, but I feel somewhat lost in the Torque script, I guess I feel like Im all over the place and am having a hard time grasping all the classes and uses.

Anyway, I gotta start somewhere so any help to get me on my way would be so greatly appreciated.

Thanks

About the author

Love to engineer and develop just about anything. Our primary focus though is that of computer games and software tools.


#1
02/19/2011 (8:29 am)
Is this the stock Gideon model that you are using?
#2
02/19/2011 (7:03 pm)
Yes it is, I didnt want to add anything until I got a feel of what I could do with what was already available. Heck.....lol Im not even to the point where I know really how to add another one to be honest.
#3
02/22/2011 (7:23 am)
Anyone? I'm still unable to get this working...
#4
02/22/2011 (9:07 am)
To get this working you need proper animation trigger sets on your model.
#5
02/22/2011 (11:13 am)
Thanks for your response Ivan, Can you elaborate on that a bit? Im using the stock Gideon model, is he not equipped for this?

Thanks
#6
02/22/2011 (11:21 am)
The Gideon model seems to be equipped with proper triggers (frame 13 and frame 38 for both steps),then this should be a bug.
I'll take a look at this.
#7
02/22/2011 (12:28 pm)
The problem is that the ray cast never returns a valid material for terrains in updateActionThread().

If you need the sound,then locate this in player.cpp

// Play default sound.
S32 sound = -1;

and replace with

S32 sound = 0;

This is a quick workaround,but not a solution.This code there is a real mess.
#8
02/22/2011 (2:22 pm)
Ivan,

Thanks, I modified the code as suggested. However, the CleanUp tool from the Toolbox stats recompilation has failed.

I tried recompiling the player.cpp directly from VS 2008 and it compiled fine without errors, not sure whats up with the tool box. Im Testing for any change in sound.