Version

menu_open

Weapon Impact System

It should be assumed that throughout countless battles our hero will inevitably taste the sting of a blade. In order to add further detail to the impact system, we'll add a switch for flesh to the surface material switch group.

Switch for new surface type

Once switches have been defined in the game and material settings have been set, the properties of the game object being requested will drive the switches and play the appropriately assigned sound for the combination of weapon and material type.

Assigned weapon type objects

Assigned surface type objects

With the escalating number of surface materials in today's games, you could continue adding detail to the sound for as long as the memory budget allows. By utilizing the previously mentioned technique [Character 2.2] for sharing different surface material content between switches, you can help extend the content while increasing detail. With thoughtful sound design and well designed systems, you can overcome many limitations through the creative use of implementation.


Was this page helpful?

Need Support?

Questions? Problems? Need more info? Contact us, and we can help!

Visit our Support page

Tell us about your project. We're here to help.

Register your project and we'll help you get started with no strings attached!

Get started with Wwise