Component:FootstepSoundSplatmapSplitter: Difference between revisions

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|Name=Footstep Sound Splatmap Splitter
|Name=Footstep Sound Splatmap Splitter
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The '''FootstepSoundSplatmapSplitter''' component plays a different sound player depending on what part of a mesh collider on in the same slot a player walks on.


== Usage ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|SplatMap|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv0=true|
|SplatMap|{{RootFieldType|AssetRef`1|[[Type:Texture2D|Texture2D]]}}|TypeAdv0=true| The texture to get channel data from for playing different sound materials.
|R_SoundMaterial|IFootstepSoundMaterial|
|R_SoundMaterial|IFootstepSoundMaterial| The sound material to play when the user walks on a part of the mesh collider that maps to the R channel of <code>SplatMap</code>
|G_SoundMaterial|IFootstepSoundMaterial|
|G_SoundMaterial|IFootstepSoundMaterial|The sound material to play when the user walks on a part of the mesh collider that maps to the G channel of <code>SplatMap</code>
|B_SoundMaterial|IFootstepSoundMaterial|
|B_SoundMaterial|IFootstepSoundMaterial|The sound material to play when the user walks on a part of the mesh collider that maps to the B channel of <code>SplatMap</code>
|A_SoundMaterial|IFootstepSoundMaterial|
|A_SoundMaterial|IFootstepSoundMaterial|The sound material to play when the user walks on a part of the mesh collider that maps to the A channel of <code>SplatMap</code>
}}
}}


== Behavior ==
== Usage ==
Used to map texture maps for different terrain sections to different noises.


== Examples ==
== Examples ==
Can be used in ports of half-life maps, where the terrain can change from rocky to sandy in the costal maps.


== See Also ==
== See Also ==
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[[Category:Components:Locomotion:Footsteps{{#translation:}}|Footstep Sound Splatmap Splitter]]
[[Category:Components:Locomotion:Footsteps{{#translation:}}|Footstep Sound Splatmap Splitter]]
[[Category:Components{{#translation:}}|Footstep Sound Splatmap Splitter]]
[[Category:Components{{#translation:}}|Footstep Sound Splatmap Splitter]]
[[Category:ComponentStubs]]

Latest revision as of 06:28, 19 January 2025

Component image 
File:FootstepSoundSplatmapSplitterComponent.png
Footstep Sound Splatmap Splitter component as seen in the Scene Inspector

The FootstepSoundSplatmapSplitter component plays a different sound player depending on what part of a mesh collider on in the same slot a player walks on.

Fields

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.
SplatMap Texture2D The texture to get channel data from for playing different sound materials.
R_SoundMaterial IFootstepSoundMaterial The sound material to play when the user walks on a part of the mesh collider that maps to the R channel of SplatMap
G_SoundMaterial IFootstepSoundMaterial The sound material to play when the user walks on a part of the mesh collider that maps to the G channel of SplatMap
B_SoundMaterial IFootstepSoundMaterial The sound material to play when the user walks on a part of the mesh collider that maps to the B channel of SplatMap
A_SoundMaterial IFootstepSoundMaterial The sound material to play when the user walks on a part of the mesh collider that maps to the A channel of SplatMap

Usage

Used to map texture maps for different terrain sections to different noises.

Examples

Can be used in ports of half-life maps, where the terrain can change from rocky to sandy in the costal maps.

See Also