Enjay wrote:For me, the problem with having the player make footstep sounds wherever he goes is that my OCD tells me that if the player makes those sounds then every walking actor should also make similar sounds. However, I find that if everyone is running around making footstep sounds then there is just too much noise being made. That's why I limit myself to actors only making a footfall sound if they hit the ground heavily and not every time they step on the ground.
Not necessarily. For instance, floating, ghostly etc. enemies don't make any sound when moving around. Someone wearing only socks or completely bare foot also makes no sound, at least nothing that audible compared to a Mancubus, or a Heavy Chaingun Dude, whose gear rattles on his body when walking. Hearing
footsteps can be extremely useful, especially when the level is destined to teleport bunch of hostile entities behind your back, and they surprise you in a middle of a desperate fight with a dozen Arch-viles. This can be deadly sometimes. It's better to hear them walking around rather than walking in a state of permament readyness. Not to mention if the background music is loud, or there is heavy ambiance around you (for example, a waterfall, or some heavy machinery humming all around). To avoid constant
footsteps sound, however, it's wise to mix attacking squadrons: two Acolytes, a Black Apostle, and two Diadrons. Diadrons are floating, they're completely silent, but are still very powerful, so you don't need to litter the area with 24 Acolytes.
Alternatively, you can program a monster which teleports itself around, like Doom 3 Wraiths, but I have no idea how to do that...