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Version
2017.1.9.6501
2024.1.2.8726
2023.1.10.8659
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
2024.1.2.8726
2023.1.10.8659
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
The following types of sounds were involved in the integration process:
Each character has associated pain, die, and footstep events. (See monstertypes[] in monster.cpp.)
Footstep events are posted from the monsterfootstep() function, which also sets the 'Material' switch corresponding to the texture underneath the character, to drive the footstep switch container.
Items have associated pickup events. (See itemstats[] in entities.cpp)
Each weapon has an associated event. (See guns[] in weapon.cpp)
Projectiles have a splashing event (S_FEXPLODE, S_RLHIT).
The rocket has a continuous thrust sound (played by the event S_RLTHRUST). Velocity in baseent is boosted to enhance Doppler effect. The sound is stopped by the rocket splash event (S_RLHIT).
Shooting while quad damage is enabled also posts the event S_ITEMPUP.
Certain events also need to go to the server for network play; this is handled by snd_clientevent().
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