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Post by tango9jeff on Oct 2, 2014 9:03:49 GMT
Hey,
Thanks again for this great product. I wanted to get some advice from the developer here on what you think the most professional way to implement Footsteps sound is? I've seen a few different methods and each seem to have their shortcomings. I was just curious what method would you recommend for Unity? What is able to adapt to blended animations which don't always stay at the same loop speed constantly? I'd also want to be able to use multiple surface types depending.
I'd really appreciate any general wisdom here and how could I use Master audio to help me accomplish this goal.
Thanks so much for any help you can offer! =)
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Post by DarkTonic Dev on Oct 2, 2014 12:50:43 GMT
Well, you can use a whole bunch of EventSounds components that have an action to play a SoundGroup for each different sounding surface based on the tag you're colliding with I suppose. Then put all the footstep Sound Groups for the different sounds through a single bus with a voice limit of 1 so it will always stop the previous sound if any.
Let me know if that gets you going?
Also, you'd want to stop the bus if the player stops moving, that would probably take a custom script (maybe good time for a custom event?).
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Post by tango9jeff on Oct 3, 2014 4:56:42 GMT
Hey,
Thanks for that info! But what about the actual best method to implement the audio using your tool? As of now the only option I can get working is Putting Box Trigger Colliders on both Toe transforms and allowing trigger detection to time the footsteps with the animations. Is there a better way to do Footsteps in Unity to sync with dynamically blending movement animations?
Thanks!
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Post by DarkTonic Dev on Oct 3, 2014 8:37:28 GMT
I'm not sure. I haven't really done footsteps that depend on triggers at all in our games. They only depend on direction you tap so far. You know that there's a "Mechanim State Changed" event in EventSounds you can use to play a Sound Group right? That might be of some use to you.
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Post by tango9jeff on Oct 3, 2014 17:29:02 GMT
Thanks for the info. I don't see a Mechanim state change in the events Menu?
I hope it's okay to ask a few more footsteps related sounds as I'm trying to get my head around how one might use your tool for more complex applications.
I've tried to do a basic surface type Footstep detection but I"m unable to get it working. I'll list the basic steps I followed and perhaps you can let me know if I'm forgetting anything in the process.
1. Set Tags up within Unity: Dirt, Metal, Grass etc. 2. Tagged the Textures with the particular tag according. 3. Setup One "OnTriggerEnter" Event per Toe transform with additional Box Collider set to "Trigger" boxing out the foot. 4. On each OnTriggerEnter (event) per Toe transform, I've set the Tag filter to the desired Tag for the surface texture I was running on.
When I do this I get no sound. I'm not sure what exactly I might be doing wrong here but if you know it'd be very helpful =)
Also it might be really helpful if you could put together a more advanced demonstration of your tool in some complex applications like using it to produce Multi Surface footstep systems or how it can be used with the animation system to start sounds with animation states. These are topics that would be very helpful for many folks out there I think.
I appreciate your help! =)
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Post by DarkTonic Dev on Oct 5, 2014 8:27:28 GMT
What I meant it you can find "Mechanim State Entered" under the Event To Activate menu on Event Sounds (if you have Mechanim component in that object). Try that and see if you get some sound.
You did add a "Play Sound" action in EventSounds to play a sound right?
If you're not getting sound from that, you're most likely not actually triggering the trigger. You can make sure by turning on "Log All Sounds" in the Master Audio prefab. If nothing is logged when you step, then the problem is in your trigger setup.
I'll add an example scene for mechanim sound, the other one I don't have any assets to use for that, so probably not likely.
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Post by tango9jeff on Oct 7, 2014 7:57:46 GMT
Hey,
I'm still unable to get this working correctly. I've tried both the layer and tag method and neither is working. My trigging works fine without any tag or layer filtering. I turned on the Debug.Log and it reads my box colliders triggering just fine and all is well but as soon as try to create tags, layers and assign that to the event filter all footstep sound goes away and all Debug.Log is gone. I am running directly on the texture so I can't grasp why its not working.
A footstep multi surface demo would be so awesome. =)
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Post by DarkTonic Dev on Oct 7, 2014 15:19:10 GMT
You're going to have to send me something to troubleshoot. Use filemail.com to jerotas2005@yahoo.com please. I do not have the assets to make that demo.
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