Timeline for Sound Management Help
Current License: CC BY-SA 4.0
6 events
when toggle format | what | by | license | comment | |
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Oct 11, 2020 at 9:03 | vote | accept | Scott Weiland | ||
Oct 4, 2020 at 13:21 | answer | added | Philipp | timeline score: 1 | |
Oct 4, 2020 at 12:45 | comment | added | DMGregory♦ | Footsteps are an odd choice to run through a centralized manager. Usually we'd play them through an audio source on each character's model/sprite, so they get correct spatialization (eg. panning the sound left when the character is on the left side of the screen) | |
Oct 4, 2020 at 11:04 | comment | added | Scott Weiland | @Nikaas thanks mate, I'll look into that. Didn't know such a thing existed. | |
Oct 4, 2020 at 10:56 | comment | added | Nikaas | I personally prefer to make footstep sounds part of the walk animation. This way the sound repeat speed is always automatically tied to the speed of the walking animation and they are always in perfect sync. You can search google for "unity animation events", they are basically method calls at specific point during an animation. | |
Oct 4, 2020 at 8:42 | history | asked | Scott Weiland | CC BY-SA 4.0 |