How do I get footstep audio to work with a custom animated puppet?
Hey, I’ve been working on a puppet with custom animations and had to turn off “procedural walk” because it interferes with my animation, but once I turn that off, it no longer registers footsteps in the puppet interface. It still registers jump and land, but I get no audio from footsteps. Is this a glitch or do I have to program my own convoluted workaround to get material specific footstep sounds to work with my already convoluted programming. . ?
-
Attach a laser scope to your puppet's feet pointing at the ground and have it trigger when the distance = 0, pass it through a signal processor to get a pulse after each step instead of a constant on signal, and then hook this up to your footstep sound.
-
'@theshepanator I shall try that. Thank you!
-
'@theshepanator well, that worked, but it doesn’t seem to recognize audio surface type, which is what I want. Is there a way to use this method to activate different types of audio for different materials?
-
It will be a little more work, you will have to tag each different category of floor you have in your level (stone, grass, etc) & have a sensor in your character to detect each kind of floor type you have. Put the signal from each sensor into an and gate, and the AND gate into your footstep sound.
Then combine the signals from your 2 laser scopes with an or gate, and that goes into the other input of each AND gate. -
Well, that was actually a lotta more work than I thought, but I got it working! Problem was I have a lot of logic in my scene already that reacts to specific labels so it wasn’t as easy as just changing the labels. I had to change/add labels to certain sensors so it all worked together. . . Thanks for the tip, though! Put me on the right track and everything is now as intended.
-
Use an impact sensor. Hook up the impact sensor to a splitter. The splitter will now have a surface audio type output.
Por favor, entrar para comentar.