Re: Footstep sound

#6
Hi Ancient76,

thanks for spotting this. The footsteps are indeed missing using the Wwise Implementation.

Reason for that is a missing "Default Switch/State" in the footstep setup...
wwise_default_switch_issue_03.PNG
wwise_default_switch_issue_03.PNG (52.85 KiB) Viewed 644 times


...which results Wwise not playing any sound, throwing following error when Profiling it:
wwise_default_switch_issue_01.PNG
wwise_default_switch_issue_01.PNG (2.2 KiB) Viewed 644 times


As soon as you set a state, the footsteps should work again.
Testing this with Wwise 2017.1.2. Audiokinetic added a fallback to use "first in the list" if no switch/state is defined.

Does this make sense?

Cheers.
-FLo

Re: Footstep sound

#7
cry-flo wrote:Hi Ancient76,

thanks for spotting this. The footsteps are indeed missing using the Wwise Implementation.

Reason for that is a missing "Default Switch/State" in the footstep setup...
wwise_default_switch_issue_03.PNG

...which results Wwise not playing any sound, throwing following error when Profiling it:
wwise_default_switch_issue_01.PNG

As soon as you set a state, the footsteps should work again.
Testing this with Wwise 2017.1.2. Audiokinetic added a fallback to use "first in the list" if no switch/state is defined.

Does this make sense?

Cheers.
-FLo


So i should use Wwise program to fix this. Ok.

But this is the problem that i have with footsteps. It's the same if i use SDLmixer or FMod. It only works correctly with pistol equipped.
Here is a video:

Re: Footstep sound

#8
Hi Ancient76,

the issue you describe is caused by out of sync tagging of the rifle animation (sloppy me ;)).
You can correct it by changing/adding the footstep entries via the AnimEvents.

To find out which animation is actually used, type in the cvar "mn_debug dude" and move with the rifle equipped.
footste_issue_mn_debug_dude.PNG
footste_issue_mn_debug_dude.PNG (184.93 KiB) Viewed 604 times


Now open the Character Tool via Tools -> Animation -> Character Tool, load the GameSDK_Player and search for this animation (e.g. stand_tac_move_rifle_3p_01).
footste_issue_character_tool.PNG
footste_issue_character_tool.PNG (187.39 KiB) Viewed 604 times


You can now adjust the timings by adding/removing or shifting the keys around.
There is more about this topic in the documentation here:
http://docs.cryengine.com/pages/viewpage.action?pageId=23308249
http://docs.cryengine.com/pages/viewpage.action?pageId=23308250

Does this make sense?

Cheers.
-FLo

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