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Footsteps!


pakmannen

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Theo sent me the first bunch of footstep sounds. Humans walking on different materials. Download the file: Link

 

And my comments:

  • Carpet: They sound too much like a real carpet. I would suggest using the grass sounds instead. They feel more "soft".
  • Grass: Good, but would be better used as the carpet sounds, I think.
  • Gravel: Terrific. Very good.
  • Ladder: I like them, but the question is if all the ladders should be that squeeky.
  • Metal: The sound quality seems less in those files somehow. Also, something more like the Thief metal footsteps would sound better, I think.
  • Snow: Great. Sounds like snow to me.
  • Stone: Also good. Stone is usually a tricky material, but you pretty much nailed it. :)
  • Tile: Doesn't really sound like it's Thief counterpart. Could be improved. But I know you said you where going for a more "roof" like sound.
  • Water: Great. Not much more to say. ;)
  • Wood: While it's a perfectly good sound, I'd like it to sound more like the Thief wood: more "rich". I'll see if I can upload them to use for comparison.

Well, you did a great job, and I'm waiting for the next bunch! :)

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Random question: Are you guys planning to do different .ogg files for footsteps at different speeds (walking, crouch walking, creeping, running), or are you going to use the same set and manipulate the volume and footstep repeat frequency when they're played ingame?

 

The current plan for the AI soundprop system is to create a "lookup table" for suspicious sounds, so if you're going to use the same .ogg file for footsteps at different movement speeds, I'll want to know so that I can support different "suspicious sound" table entries using the same .ogg file. (basically this just means the string that's used to name a suspicious sound is different from the string that's used to look up the .ogg file ). For example, in the suspicious sound table, foostep_walking_stone has a volume X, footstep_running_stone has volume Y.

Edited by Ishtvan
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