x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Proper Wwise footsteps method for First Person

Hello, thanks for all the helpful answers til now. I have new question today. I want to use Wwise as an audio engine to drive my first game's audio output and while I have integrated it properly, I do have some issue with it. My game involves first person mechanism without any skeletal mesh attached. So for footstep sound, I literally made my game to check player's axis value and only trigger the sound when neither direction equals to 0.

Problem is, whenever I make my character stop - ending is irregular. Sometimes you'll hear a glimpse of footstep before it's cut. Also, because jumping doesn't kill an axis value, I forced footstep to be muted by adding "Get Output Bus Volume" to 0 when CharacterJump Boolean is set to true and turn back on when CharacterJump Boolean is set back to false.This method will sometime produce doubled sound effect upon landing. Doesn't always happen which is another sign of unstable code.

Is there a proper way to do footsteps for Wwise and Unreal Engine for a Pawn that has no proper skeletal mesh assigned? Thanks.

Product Version: UE 4.19
Tags:
more ▼

asked Sep 09 '18 at 06:24 AM in Blueprint Scripting

avatar image

jihwoanahn
8 1 4

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

It seems like you might be using a looping doorstep sound and just turning the volume on or off to make it play/stop. May I suggest a different approach: - Use a one-shot single doorstep sound. - spawn the sound At Location each time you want it to play (and auto destroy) - do that spawn once each time the mesh animation reaches the spot where it would be taking a step.

more ▼

answered Dec 01 '18 at 12:17 AM

avatar image

mightyenigma
3.7k 18 23 20

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question