Footstep sound effects
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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- Posts: 1
- Joined: Fri Oct 04, 2024 6:35 pm
- Operating System Version (Optional): Windows 10
- Graphics Processor: ATI/AMD (Modern GZDoom)
Footstep sound effects
Hello, modding newbie here. I've begun to work on a standalone project on GZDoom. Nothing too complicated, but I wanted to add footstep sounds and it's been kind of a headache. Pretty much every method involves using the Language lump to associate every flat with a specific sound effect. But I can't for the life of me get this to work. I guess it may be because I'm using custom ground textures, all stored in the Textures directory. The Language lump won't let me write down proper directory paths, is there another way to indicate that the ground textures are there? Or maybe there's another way to implement footstep sounds altogether? Any help is appreciated.
- ramon.dexter
- Posts: 1562
- Joined: Tue Oct 20, 2015 12:50 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Kozolupy, Bohemia
Re: Footstep sound effects
Please, post minimal working example. We really cannot debug a description. I'm using the zscript implementation and it works, so your implementation has to be fault.
Re: Footstep sound effects
This ZSCRIPT should get you started...
Code: Select all
class NewDoomPlayer : DoomPlayer replaces DoomPlayer {
override void MovePlayer(){
// This is where you want to include custom code for footsteps.
// Maybe a counter so it doesn't happen every frame. If the player is in midair, don't increment the counter.
// Get the floor texture and play the appropriate sound. ( Take a look at SNDINFO )
super.MovePlayer();
}
}