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Different Sounds for Diferent Surfaces #82371
07/20/06 14:18
07/20/06 14:18
Joined: May 2006
Posts: 20
London, England
S
squall_lion Offline OP
Newbie
squall_lion  Offline OP
Newbie
S

Joined: May 2006
Posts: 20
London, England
Hi I was goin over my game level and I realised that my character had the SAME boring sound for EVERY surface.
Now i know this saves on memory butI want to make this as good as possible.
How would i make EACH surface have its OWN walk sounds.
I know I couold just use sounds on the Objects htemselves that go off whenever you go near them, but then it would repeat or wouldnt even be in SYNC with the main guys FEET hitting the floor.
Anyway I could make the Sounds in SYNC? I odnt imagine itd be to hard but im rather n00bish at this engine at the moment.
Also i know this is WAY more complicated but is there ANY way for the ENEMY characters to be able to HEAR my footsteps (ie: ONLY when im runnign on CERTAIN surfaces such as METAL or water) and come to check them out?
Think Metal Gear Or Splinter Cell type, they come and investigate, if they dont see you they leave again and continue there route.
Id be MUCH abbliged if anyone could help me.

Re: Different Sounds for Diferent Surfaces [Re: squall_lion] #82372
07/20/06 17:32
07/20/06 17:32
Joined: Jun 2005
Posts: 656
G
Grafton Offline
User
Grafton  Offline
User
G

Joined: Jun 2005
Posts: 656
look in Aum 8.


Not two, not one.
Re: Different Sounds for Diferent Surfaces [Re: Grafton] #82373
07/20/06 21:02
07/20/06 21:02
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
Expert

Joined: Oct 2004
Posts: 4,134
Netherlands
or the manual:
c_trace


Click and join the 3dgs irc community!
Room: #3dgs
Re: Different Sounds for Diferent Surfaces [Re: Joozey] #82374
07/24/06 18:04
07/24/06 18:04
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Here's a little starter for you...

Code:

c_trace(my, TraceFrom, TraceTo, scan_texture);
if (strcmpi(tex_name, "Dirt") == 1)
{snd_play(DirtSND, 100, 0);}
if (strcmpi(tex_name, "Grass") == 1)
{snd_play(GrassSND, 100, 0);}




xXxGuitar511
- Programmer

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