Component image File:FootstepSoundSplatmapSplitterComponent.pngFootstep 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
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
|
BlendSounds
|
Bool | Whether to blend sounds together based on what mix of channels the user is stepping on. |
MinimumThreshold
|
Float | The minimum threshold needed for a channel to be for it to cound for a sound. |
R_Weight
|
Float | The strength the sound for the R channel has, which can make it have more importance than other channel sounds on the same pixel. |
G_Weight
|
Float | The strength the sound for the G channel has, which can make it have more importance than other channel sounds on the same pixel. |
B_Weight
|
Float | The strength the sound for the B channel has, which can make it have more importance than other channel sounds on the same pixel. |
A_Weight
|
Float | The strength the sound for the A channel has, which can make it have more importance than other channel sounds on the same pixel. |
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.