Product Chat / sound of footsteps in determined area

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Scanman
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Playing: Total War Saga: Troy, Amytric Pulse
Posted: 7th Mar 2020 11:35 Edited at: 7th Mar 2020 11:59
Hi there!

I am new to GameGuru and i have a simple question about changing sounds of footsteps.

I created a short level with cave and zombies. You can see it using the link below. Question is how to specify sound for walking, that differs from area to area. You can see in the video, that in the cave player has "grass" sounds and and on the starting cave rock player has "rock" sounds. I search forum and found info about audiobank directory where all sounds lie and trying to change player sound set in player's properties. But it is not what i need (((((. May be someone has info how to youz triggers to change sound steps. Thank you for attention!

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https://drive.google.com/file/d/1_4FuTSU5NbnMyKFIvgO47VKJoVK9rZI6/view?usp=sharing
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DVader
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Posted: 7th Mar 2020 16:55
The material type affects what footstep sounds you hear. I've never bothered customising them, but it's probably easy enough, just replace the sound effects with your own in the audiobank/materials folder. Might want to back it up first of course.
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OldFlak
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Location: Tasmania Australia
Posted: 8th Mar 2020 00:16 Edited at: 8th Mar 2020 00:19
Hey there Scanman - welcome to the land of GG

Materialindex in the FPE file for the model determines the sound when the object is walked on.

So the rock models need to have materialindex=1 for Stone. For more info on FPE settings see FPE file stuff and definitions and functions

For terrain there is only one footfall sound. You would have to change the audio itself as DVader mentioned.


OldFlak.....
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