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|MaxDistance|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float|Float]]>'''|TypeAdv2=true| The max distance before the audio cannot be heard anymore. | |MaxDistance|'''[[Type:Nullable`1|Nullable`1]]<[[Type:Float|Float]]>'''|TypeAdv2=true| The max distance before the audio cannot be heard anymore. | ||
|RolloffMode|'''[[Type:Nullable`1|Nullable`1]]<[[Type:AudioRolloffMode|AudioRolloffMode]]>'''|TypeAdv3=true| How played audio should fall off based on distance. | |RolloffMode|'''[[Type:Nullable`1|Nullable`1]]<[[Type:AudioRolloffMode|AudioRolloffMode]]>'''|TypeAdv3=true| How played audio should fall off based on distance. | ||
|Clips|{{RootFieldType|SyncList`1|[[#FootstepClip|FootstepClip]]}}|TypeAdv4=true| Different footsteps that can play when this component is triggered | |Clips|{{RootFieldType|SyncList`1|[[#FootstepClip|FootstepSoundDefinition.FootstepClip]]}}|TypeAdv4=true| Different footsteps that can play when this component is triggered | ||
}} | }} | ||
Latest revision as of 06:02, 17 March 2025
Component image File:FootstepSoundDefinitionComponent.pngFootstep Sound Definition component as seen in the Scene Inspector
The FootstepSoundDefinition component can be referenced by other components which can trigger this to play noise during footstep events.
Fields
| Name | Type | Description |
|---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't. |
ParentUnder
|
Slot | The slot to parent played sounds under. |
MinDistance
|
Nullable`1<Float> | The minimum distance the audio can be heard from before playing at maximum amount. |
MaxDistance
|
Nullable`1<Float> | The max distance before the audio cannot be heard anymore. |
RolloffMode
|
Nullable`1<AudioRolloffMode> | How played audio should fall off based on distance. |
Clips
|
list of FootstepSoundDefinition.FootstepClip | Different footsteps that can play when this component is triggered |
FootstepClip
| Name | Type | Description |
|---|---|---|
Clip
|
AudioClip | The audioclip to play for this foot step. |
Weight
|
Float | How likely it is for this foot step sound to play. |
MinVelocity
|
Float | The minimum player velocity required for the sound to play. |
MaxVelocity
|
Float | The maximum player velocity allowed for the sound to play. |
PlayForWalking
|
Bool | Should this audio clip be played when the user is walking? |
PlayForLanding
|
Bool | Should this audio clip be played when the user is landing from a jump? |
PlayForLeftFoot
|
Bool | Whether this sound should be played for the left foot. |
PlayForRightFoot
|
Bool | Whether this sound should be played for the right foot. |
VelocityMinPitch
|
Float | The minimum pitch multiplier that can be used with this foot step sound. |
VelocityMaxPitch
|
Float | The maximum pitch multiplier that can be used with this foot step sound. |
PitchMinVelocityReference
|
Float | The velocity the player should be moving to map to the minimum pitch for this sound. |
PitchMaxVelocityReference
|
Float | The velocity the player should be moving to map to the maximum pitch for this sound. |
MinPitchVariation
|
Float | The minimum random amount of pitch to add to the footstep. |
MaxPitchVariation
|
Float | The maximum random amount of pitch to add to the footstep. |
VelocityMinVolume
|
Float | The minimum volume that can be used with this foot step sound. |
VelocityMaxVolume
|
Float | The maximum volume that can be used with this foot step sound. |
VolumeMinVelocityReference
|
Float | The velocity the player should be moving to map to the minimum volume for this sound. |
VolumeMaxVelocityReference
|
Float | The velocity the player should be moving to map to the maximum volume for this sound. |
MinVolumeVariation
|
Float | The minimum random amount of volume to add to the footstep. |
MaxVolumeVariation
|
Float | The maximum random amount of volume to add to the footstep. |
Usage
Used to play sound when footsteps happen on surfaces or it receives a footstep event.
Examples
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