Difference between revisions of "Dynamic Footstep Sounds (h2)"

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== Tutorial ==
 
== Tutorial ==
 
1. We need two values only. We can define these two values inside our main character. We select our main character and add the value '''underground = 0''' to define the specific underground (ground type) of our scene (or area), then we add the value '''randomsound''' to the character, which will be used to randomly select a sound belonging to the currently active ground type.
 
1. We need two values only. We can define these two values inside our main character. We select our main character and add the value '''underground = 0''' to define the specific underground (ground type) of our scene (or area), then we add the value '''randomsound''' to the character, which will be used to randomly select a sound belonging to the currently active ground type.
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| ''You should define the '''underground''' (ground type), inside of an '''at begin of scene''' action for each scene & inside of '''on character enter''' actions via action areas in the way system. For example, let's say that '''1''' is for sand footstep sounds & '''2''' is for wood based footstep sounds, etc, then all you have to do is set the correct example & the scripts / actions you will create (see steps below) will take care of the rest.''
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[[File:footsteps_1.png|800px]]
 
[[File:footsteps_1.png|800px]]
  
2. And now we need a few scripts. For every type of underground we use in our adventure, we add one script inside our main character with names like "footsteps_sand" or "footsteps_wood". The type of these scripts should be '''Called by other action'''. In these scripts we set our random variable '''randomsound''' to a random value between 1 and the number of sounds we have for that underground. In the next lines we play the corresponding sound to the current random value...
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2. And now we need a few scripts. For every type of underground we use in our adventure, we add one script inside our main character with names like ''footsteps_sand'' or ''footsteps_wood''. The type of these scripts should be '''Called by other action'''. In these scripts we set our random variable '''randomsound''' to a random value between 1 and the number of sounds we have for that underground. In the next lines we play the corresponding sound to the current random value...
 
 
[[File:footsteps_2.png|340px]]   [[File:footsteps_3.png|340px]]
 
 
 
3. Create your hotspot animations inside of this button & adjust properties settings for each animation to suit.
 
 
 
[[File:Hotspot 003.png|400px]]  [[File:Hotspot 004.png|400px]]
 
 
 
4. Next you need to assign your hotspot animations to each of your '''scene objects''' & position them on the screen via the '''effects''' tab.
 
  
[[File:Hotspot 005.png|800px]]
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[[File:footsteps_2.png|400px]]  [[File:footsteps_3.png|400px]]
  
5. Now you need to go to '''game tab > key actions''' to sort out the key inputs that will toggle the hotspots animations on/off.<br/>
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3. And now we need a script, that plays our sounds depending on the underground. We add a new script (type '''Called by other action''' again) with the name '''footsteps'''. In this script we call the corresponding script to the current underground...
6. Create a '''space''' key action & inside of this create a '''scene > fade "snoop" animations in''' action part.<br/>
 
  
[[File:Hotspot 006.png|800px]]
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[[File:footsteps_4-v2.png|800px]]
  
7. Create a '''space (released)''' key action & inside of this create a '''scene > fade "snoop" animations out''' action part.<br/>
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4. Now we have to trigger the '''footsteps''' script every time our character touches the ground. We go to the walk animation, select one of the '''contact''' (this being the frame which should trigger a footstep sound) frames and call the action '''footsteps''' inside of the frame...
  
[[File:Hotspot 007.png|800px]]
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[[File:footsteps_5.png|800px]]
  
8. Now rinse & repeat the process for all the other scene objects that you want to show hotspot animations for.
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5. Repeat step 4 for each walk direction of the character. Repeat steps 1 to 4 for any characters you want to apply dynamic footstep sounds to.
  
  
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! style="text-align:left" | Name !! style="text-align:left" | Description
 
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| [[media:hotspot_demo.zip|hotspot_demo.zip]] || A working .ved file, complete with resources. Check out the readme.txt file for instructions.
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| ''n/a'' || ...
 
|}{{toc}}
 
|}{{toc}}

Latest revision as of 20:16, 6 February 2015

Name By
Dynamic Footstep Sounds Lebostein


This tutorial shows you how to add dynamic footstep sounds to your characters.

Tutorial

1. We need two values only. We can define these two values inside our main character. We select our main character and add the value underground = 0 to define the specific underground (ground type) of our scene (or area), then we add the value randomsound to the character, which will be used to randomly select a sound belonging to the currently active ground type.

You should define the underground (ground type), inside of an at begin of scene action for each scene & inside of on character enter actions via action areas in the way system. For example, let's say that 1 is for sand footstep sounds & 2 is for wood based footstep sounds, etc, then all you have to do is set the correct example & the scripts / actions you will create (see steps below) will take care of the rest.

Footsteps 1.png

2. And now we need a few scripts. For every type of underground we use in our adventure, we add one script inside our main character with names like footsteps_sand or footsteps_wood. The type of these scripts should be Called by other action. In these scripts we set our random variable randomsound to a random value between 1 and the number of sounds we have for that underground. In the next lines we play the corresponding sound to the current random value...

Footsteps 2.png Footsteps 3.png

3. And now we need a script, that plays our sounds depending on the underground. We add a new script (type Called by other action again) with the name footsteps. In this script we call the corresponding script to the current underground...

Footsteps 4-v2.png

4. Now we have to trigger the footsteps script every time our character touches the ground. We go to the walk animation, select one of the contact (this being the frame which should trigger a footstep sound) frames and call the action footsteps inside of the frame...

Footsteps 5.png

5. Repeat step 4 for each walk direction of the character. Repeat steps 1 to 4 for any characters you want to apply dynamic footstep sounds to.


Resources

Name Description
n/a ...