Table of Contents
The Switch only indicates which surface the player character is on, but it doesn’t indicate that a footstep has been taken. To communicate this, you need to create an Event to receive footstep information, just like you did for the ice gem.
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Go to the Project Explorer’s Events tab, click the Event’s Default Work Unit and create a new event called Foot_Player.
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From the Project Explorer’s Audio tab, drag the Footsteps Switch Container object into the action list in the Event Property Editor.
Now when you play the Foot_Player Event, one of the footstep sounds within the Switch Container will be played. Until the Switch Container is told otherwise, it will use the default surface type you defined, which was Concrete.
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Play the Foot_Player Event.
You hear one of the randomly chosen sounds of a footstep on concrete.
Now you need to audition the sounds of footsteps on other surfaces, as well as test that the surface switching system you’ve configured is working properly. This is done using the Switches button in the Transport Control view.
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Click Switches in the Transport Control view.
Any Switch Containers associated with the Event appear in the right side of the Transport Control.
In addition, there is a drop-down menu where you can choose a specific surface, which effectively simulates the player moving to another surface in the game.
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In the drop-down menu, choose Gravel, and then play the same Foot_Player Event. Further experiment by playing with different surfaces.
You can quickly get back to your default surface by clicking Reset All in the Transport Control view. This button allows you to reset all Switches, or other Games Syncs you’ll create in the following lessons, back to their default value.
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Click Reset All in the Transport Control.