wesh,
Another approach could be to put a simple switch trigger at the room/area entry point that changes the walking sound. However, this method is not suitable for large outdoor areas.
IMHO, Axeman's technique could be the simplest and most flexible. My version of the technique would go like so:
Another approach could be to put a simple switch trigger at the room/area entry point that changes the walking sound. However, this method is not suitable for large outdoor areas.
IMHO, Axeman's technique could be the simplest and most flexible. My version of the technique would go like so:
Collisions player,wood,method,response Collisions player,sand,method,response Collisions player,iron,method,response Collisions player,snow,method,responseTo detect and play sound dependent on surface
If EntityCollided(player,wood) PlaySound( "footstep_wood" )