blog post 8

Footsteps

Similarly to the grunt + death production techniques, I used the same, or similar raw file for all of the enemies. I touched each of them differently though – be it through the use of pitch, EQ or scissor tool – so that they had different ‘weights’. The Goblin can’t have the same weight footstep as an Ogre! For the Player I used 8 different footsteps, for the enemies I just used 2 each. I thought that footsteps of the player would become repetitive far more quickly as these are hard constantly, whereas the Enemies will only sound when they’re seen. 

On the Cube events list, for the Footsteps, it only says Foot_Player etc. I understand that separate sounds are needed for both footsteps on sand + concrete, so at this point I’m unsure how to tackle this because it looks like only one Footstep type can be added. I’m sure this isn’t the case, I will seek answers from Mark/classmates. 

The speed of footsteps should differ between the enemies too. The Ogre’s footsteps should be much slower and louder/thicker than the Goblin’s, have added some distortion to and pitched down lower the Ogre’s footsteps, but I gotta look at how to make the them sound in slower succession in Wwise. 

Ends – e.g. End_Fireball_Monster – unsure what this means! Gonna move straight on to the ‘Fire’ ones just for current time saving purposes, will seek guidance from Joe probably, he’s usually pretty on the ball. 

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