More footstep sound cues were created along side physical materials that could be referenced to call them. These also included heavier 'Run' versions of each footstep sound to be called when the player runs. Although adding this function is still to be worked out.
The same procedure for introducing the 1st set of footsteps was followed to add the rest. The original wooden floor footsteps were also changed a bit to match up with the others created. The same creaking sounds were used but the base sound of the actual steps was changed. This was after play testing the new footstep sounds and realising that there was a clear mismatch between the wooden floor footsteps and all the others. Getting the footsteps to blend in when materials underfoot are changing is paramount to keeping the player from being drawn out of the game world, especially with things as trivial as footstep sounds.
Again as before there also had to be physical materials created that were attached to these cues as well as code added to the Unreal Script.
For some reason however I cannot get the wet footstep sounds to play back on the water room as well as a few other confined areas within the level. All that plays back is the default UDK footsteps that come preloaded with the engine. This along side getting the footstep frequency tied to a run function is key to further developing a coherent footstep system. Both topics are to be the next line of research.
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