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Going through sounds: Footsteps


Springheel

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Since I'm working on ragdoll collision sounds I thought I'd go through our sounds and do some updating and organizing. We currently have three different folders full of footstep sounds, one of which isn't used at all (doesn't even have shaders). The other one may or may not be used, I can't tell.

 

The player_thief.def file lists two different sets of footstep sounds:

 

 

 

 

// Dirt variations

"snd_footstep_dirt_walk" "tdm_footstep_dirt_walk"

"snd_footstep_dirt_run" "tdm_footstep_dirt_run"

"snd_footstep_dirt_creep" "tdm_footstep_dirt_walk_creep"

"snd_footstep_dirt_crouch_walk" "tdm_footstep_dirt_crouch_walk"

"snd_footstep_dirt_crouch_run" "tdm_footstep_dirt_crouch_run"

"snd_footstep_dirt_crouch_creep" "tdm_footstep_dirt_crouch_creep"

"snd_jump_dirt" "tdm_footstep_dirt_jump_land"

 

// Sand is using "dirt" sounds

"snd_footstep_sand_walk" "tdm_footstep_dirt_walk"

"snd_footstep_sand_run" "tdm_footstep_dirt_run"

"snd_footstep_sand_creep" "tdm_footstep_dirt_walk_creep"

"snd_footstep_sand_crouch_walk" "tdm_footstep_dirt_crouch_walk"

"snd_footstep_sand_crouch_run" "tdm_footstep_dirt_crouch_run"

"snd_footstep_sand_crouch_creep" "tdm_footstep_dirt_crouch_creep"

"snd_jump_sand" "tdm_footstep_dirt_jump_land"

 

// Ash is using "dirt" sounds

"snd_footstep_ash_walk" "tdm_footstep_dirt_walk"

"snd_footstep_ash_run" "tdm_footstep_dirt_run"

"snd_footstep_ash_creep" "tdm_footstep_dirt_walk_creep"

"snd_footstep_ash_crouch_walk" "tdm_footstep_dirt_crouch_walk"

"snd_footstep_ash_crouch_run" "tdm_footstep_dirt_crouch_run"

"snd_footstep_ash_crouch_creep" "tdm_footstep_dirt_crouch_creep"

"snd_jump_ash" "tdm_footstep_dirt_jump_land"

 

// Grass variations

"snd_footstep_grass_walk" "tdm_footstep_grass_walk"

"snd_footstep_grass_run" "tdm_footstep_grass_run"

"snd_footstep_grass_creep" "tdm_footstep_grass_walk_creep"

"snd_footstep_grass_crouch_walk" "tdm_footstep_grass_crouch_walk"

"snd_footstep_grass_crouch_run" "tdm_footstep_grass_crouch_run"

"snd_footstep_grass_crouch_creep" "tdm_footstep_grass_crouch_creep"

"snd_jump_grass" "tdm_footstep_grass_jump_land"

 

// Straw is using "grass" sounds

"snd_footstep_straw_walk" "tdm_footstep_grass_walk"

"snd_footstep_straw_run" "tdm_footstep_grass_run"

"snd_footstep_straw_creep" "tdm_footstep_grass_walk_creep"

"snd_footstep_straw_crouch_walk" "tdm_footstep_grass_crouch_walk"

"snd_footstep_straw_crouch_run" "tdm_footstep_grass_crouch_run"

"snd_footstep_straw_crouch_creep" "tdm_footstep_grass_crouch_creep"

"snd_jump_straw" "tdm_footstep_grass_jump_land"

 

// Stone variations

"snd_footstep_stone_walk" "tdm_footstep_stone_walk"

"snd_footstep_stone_run" "tdm_footstep_stone_run"

"snd_footstep_stone_creep" "tdm_footstep_stone_walk_creep"

"snd_footstep_stone_crouch_walk" "tdm_footstep_stone_crouch_walk"

"snd_footstep_stone_crouch_run" "tdm_footstep_stone_crouch_run"

"snd_footstep_stone_crouch_creep" "tdm_footstep_stone_crouch_creep"

"snd_jump_stone" "tdm_footstep_stone_jump_land"

 

// Rock is using "stone" sounds

"snd_footstep_rock_walk" "tdm_footstep_stone_walk"

"snd_footstep_rock_run" "tdm_footstep_stone_run"

"snd_footstep_rock_creep" "tdm_footstep_stone_walk_creep"

"snd_footstep_rock_crouch_walk" "tdm_footstep_stone_crouch_walk"

"snd_footstep_rock_crouch_run" "tdm_footstep_stone_crouch_run"

"snd_footstep_rock_crouch_creep" "tdm_footstep_stone_crouch_creep"

"snd_jump_rock" "tdm_footstep_stone_jump_land"

 

// Tile variations

"snd_footstep_tile_walk" "tdm_footstep_tile_walk"

"snd_footstep_tile_run" "tdm_footstep_tile_run"

"snd_footstep_tile_creep" "tdm_footstep_tile_walk_creep"

"snd_footstep_tile_crouch_walk" "tdm_footstep_tile_crouch_walk"

"snd_footstep_tile_crouch_run" "tdm_footstep_tile_crouch_run"

"snd_footstep_tile_crouch_creep" "tdm_footstep_tile_crouch_creep"

"snd_jump_tile" "tdm_footstep_tile_jump_land"

 

// Ceramic is using the tile sounds

"snd_footstep_ceramic_walk" "tdm_footstep_tile_walk"

"snd_footstep_ceramic_run" "tdm_footstep_tile_run"

"snd_footstep_ceramic_creep" "tdm_footstep_tile_walk_creep"

"snd_footstep_ceramic_crouch_walk" "tdm_footstep_tile_crouch_walk"

"snd_footstep_ceramic_crouch_run" "tdm_footstep_tile_crouch_run"

"snd_footstep_ceramic_crouch_creep" "tdm_footstep_tile_crouch_creep"

"snd_jump_ceramic" "tdm_footstep_tile_jump_land"

 

// Slate is using the tile sounds

"snd_footstep_slate_walk" "tdm_footstep_tile_walk"

"snd_footstep_slate_run" "tdm_footstep_tile_run"

"snd_footstep_slate_creep" "tdm_footstep_tile_walk_creep"

"snd_footstep_slate_crouch_walk" "tdm_footstep_tile_crouch_walk"

"snd_footstep_slate_crouch_run" "tdm_footstep_tile_crouch_run"

"snd_footstep_slate_crouch_creep" "tdm_footstep_tile_crouch_creep"

"snd_jump_slate" "tdm_footstep_tile_jump_land"

 

// Puddle (Water) variations

"snd_footstep_puddle_walk" "tdm_footstep_water_walk"

"snd_footstep_puddle_run" "tdm_footstep_water_run"

"snd_footstep_puddle_creep" "tdm_footstep_water_walk_creep"

"snd_footstep_puddle_crouch_walk" "tdm_footstep_water_crouch_walk"

"snd_footstep_puddle_crouch_run" "tdm_footstep_water_crouch_run"

"snd_footstep_puddle_crouch_creep" "tdm_footstep_water_crouch_creep"

"snd_jump_puddle" "tdm_footstep_water_jump_land"

 

// Puddle (Water) variations

"snd_footstep_wood_walk" "tdm_footstep_wood_walk"

"snd_footstep_wood_run" "tdm_footstep_wood_run"

"snd_footstep_wood_creep" "tdm_footstep_wood_walk_creep"

"snd_footstep_wood_crouch_walk" "tdm_footstep_wood_crouch_walk"

"snd_footstep_wood_crouch_run" "tdm_footstep_wood_crouch_run"

"snd_footstep_wood_crouch_creep" "tdm_footstep_wood_crouch_creep"

"snd_jump_wood" "tdm_footstep_wood_jump_land"

 

// Metal variations - we don't have move-type specific metal sounds right now

"snd_footstep_metal_walk" "tdm_footstep_metal_walk"

"snd_footstep_metal_run" "tdm_footstep_metal_run"

"snd_footstep_metal_creep" "tdm_footstep_metal_walk_creep"

"snd_footstep_metal_crouch_walk" "tdm_footstep_metal_crouch_walk"

"snd_footstep_metal_crouch_run" "tdm_footstep_metal_crouch_run"

"snd_footstep_metal_crouch_creep" "tdm_footstep_metal_crouch_creep"

"snd_jump_metal" "tdm_footstep_metal_jump_land"

 

"snd_footstep_puddle" "movement_water"

"snd_footstep_wading" "movement_water"

 

// swim sound goes here

"snd_footstep_swim" ""

 

// default sounds

"snd_footstep_stone" "human_stone"

"snd_footstep_rock" "human_rock"

"snd_footstep_wood" "human_wood"

"snd_footstep_tile" "human_tile"

"snd_footstep_ceramic" "human_ceramic"

"snd_footstep_metal" "human_metal"

"snd_footstep_gravel" "human_gravel"

"snd_footstep_slate" "human_ceramic"

"snd_footstep_glass" "human_glass"

"snd_footstep_snow" "human_snow"

"snd_footstep_ice" "human_ice"

"snd_footstep_grass" "human_grass"

"snd_footstep_sand" "human_dirt"

"snd_footstep_straw" "human_straw"

"snd_footstep_ash" "human_dirt"

"snd_footstep_dirt" "human_dirt"

"snd_footstep_mud" "human_mud"

"snd_footstep_foliage" "human_foliage"

"snd_footstep_carpet" "human_carpet"

"snd_footstep_cloth" "human_carpet"

"snd_footstep_armor_leath" "human_carpet"

"snd_footstep_flesh" "human_mud"

"snd_footstep_moss" "human_carpet"

"snd_footstep_paper" "human_carpet"

"snd_footstep_cardboard" "human_carpet"

"snd_footstep_armor_plate" "human_metal"

"snd_footstep_armor_chain" "human_metal"

"snd_footstep_twigs" "human_wood"

"snd_footstep_brokeglass" "human_brokeglass"

"snd_footstep_squeakboard" "human_squeakboard"

"snd_footstep_climbable" "human_stone"

 

"snd_jump_wading" "movement_water_jump"

"snd_jump_gravel" "human_gravel_jump"

"snd_jump_glass" "human_glass_jump"

"snd_jump_snow" "human_snow_jump"

"snd_jump_ice" "human_ice_jump"

"snd_jump_mud" "human_mud_jump"

"snd_jump_foliage" "human_foliage_jump"

"snd_jump_carpet" "human_carpet_jump"

"snd_jump_cloth" "human_carpet_jump"

"snd_jump_armor_leath" "human_carpet_jump"

"snd_jump_flesh" "human_carpet_jump"

"snd_jump_moss" "human_carpet_jump"

"snd_jump_paper" "human_carpet_jump"

"snd_jump_cardboard" "human_carpet_jump"

"snd_jump_armor_plate" "human_metal_jump"

"snd_jump_armor_chain" "human_metal_jump"

"snd_jump_twigs" "human_wood_jump"

"snd_jump_brokeglass" "human_brokeglass_jump"

"snd_jump_squeakboard" "human_squeakboard_jump"

"snd_jump_climbable" "human_stone_jump"

 

 

 

 

The second set are listed as "default". The second set appears to be the ones used by AI.

 

Can anyone tell me why we need two different sets? Is the first set actually used?

 

I don't understand this line (which seems relevant):

 

// greebo: The following movetype-dependent footstep shaders are used

// when the CVAR tdm_footfall_sounds_movetype_specific is set to "1".

 

Where is that cvar set? Why is it needed?

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Where is that cvar set? Why is it needed?

 

It's set to "1" in the SDK, so it's the default setting.

 

The difference is that when 1:

 

sound = spawnArgs.GetString( localSound + moveType );

 

and when 0:

 

sound = spawnArgs.GetString( localSound );

 

"moveType" is one of "crouch, run, creep, walk".

 

"localSound" is either the "jump" or "footstep" sound for the material the player is walking or landing on. I.e. "snd_footstep_metal". Or one of the water sounds when the player is walking or wading through water.

 

So with this cvar set to 1, the SDK will be looking for sounds with names like "snd_footstep_metal_creep".

 

That's what I get from reading the code.

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Yes, the CVAR enables playing different shaders for different move types: crouching, walking, creep, walk+creep, crouch+creep, running. With the CVAR set to 0 the code will always use the same shader, but in any case the volume of the played sound is different and depending on the move type.

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With the CVAR set to 0 the code will always use the same shader,

 

I guess I don't understand why we would ever want that CVAR set to 0. :huh:

 

Also, I'll do more checking but I'm fairly certain that I am not hearing many of those "movetype" sounds in game. When I creep on wood I don't feel like I'm hearing "tdm_footstep_wood_walk_creep". I'll test more today to try and confirm that.

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I've been working on something else this morning, but I did notice that the shaders for tdm_footstep_dirt_run/creep/crouch/etc all point to dirt_walk. The dirt_crouch, dirt_run, etc, sound files aren't referenced at all, which explains why I don't recall hearing them.

 

Anyone know why all the movetype sound files aren't actually used?

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No, I guess the SVN log should have more information about when they were removed. I'm pretty sure that the shaders were correct when I implemented that CVAR, since me and angua were cutting up those footstep WAVs and brought them ingame.

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I'll add that to my list of sound issues then. Right now I'm going through every movable entity we have and setting and/or making appropriate collision sounds for hard and soft surfaces.

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Deja vu.

 

http://forums.thedar...post__p__235239

 

TL;DR summary: six different "speeds" of unpopular footstep sounds were replaced with one improved set played at six different volumes, but leaving open the possibility of adding additional per-speed sets at a later time.

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Deja vu.

 

Indeed. Totally forgot about that.

 

On another note, does anyone know the console command for showing which sound is playing?

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On another note, does anyone know the console command for showing which sound is playing?

 

Either s_showSounds or s_drawSounds IIRC. It superimposes the sound name on the actual in-game source while it is playing, which does mean that for short sounds you need to read it very quickly.

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I tried those, but it appeared to just give the soundshader, not the actual sound file, which is what I was looking for.

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