Walkstep sounds

Started by InCreator, Tue 15/06/2004 23:54:07

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InCreator

Okay, simple question here:
How to make characters footstep sounds ground type/walkable area-dependent? Like soft step sounds on grass and knocking on the wooden floor, etc?
I'm not intending to make several walking views with different sounds, because I'm sure there's an easier way.

I'm sorry if there's millions of threads answering same question or even whole paragraph in manual... Just haven't bumped to any.

I suspect that It's connected with this (fairly new) "properties" stuff in AGS which use I haven't figured out yet...

edit: Ah, solved. Moderators may delete this thread now. Sorry.

TerranRich

How did you solve it? Others might know. I don't know if this is in the BFAQ or not, but if not, I will add it.

One way is to use regions as surface types. Region 1 for grass, 2 for snow, etc., etc. Then use script to change the footsteps sounds when "Player walks on region". Is thiis how you solved it? If not, let us know, we LOVE multiple solutions to problems. :)
Status: Trying to come up with some ideas...

InCreator

#2
Well, It's all about
SetFrameSound (int view, int loop, int frame, int sound)
function. But yes, I think there's many ways where to use it. I prefer regions (Player walks on to region condition), which seems simplest.

It's just that AGS has thousands of functions that most of us has no idea about. Then, finding out some of badly needed ones is a pleasant experience.

Actually I think that this belongs to tech archive.

TerranRich

Perhaps. I'd like to keep iti here as well. I wonder if I can duplicate a thread and move one of them to the archives. Otherwise I'll just add it to the BFAQ.
Status: Trying to come up with some ideas...

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