3.Footstep Sound EffectsManaging Different Footstep Sounds for Different Terrains
In Shooting Chicken, the footstep Sound Effects are set to be different depending on the terrain. As mentioned in scene creation, Dound Effect Detection ID tiles can be used to manage footstep sounds.
In Shooting Chicken, instead of setting the Sound Effects to the Animation as we just explained, the Sound Effect is a separate footstep Object set to the player Object's movement action. The footstep ID is read from the sound effect detection ID tiles and assigned as a Common Variable to the action with the footstep ID attributed to it. With the footstep ID variable, it's possible to play various different footstep sounds. By assigning objects to roles in this way, it's possible to create more complex processes.