Footstep sound effects

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EvilWizord
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

Post by EvilWizord »

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.
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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

Post by ramon.dexter »

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.
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SPZ1
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Re: Footstep sound effects

Post by SPZ1 »

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();
	}
}
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