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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.
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.
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.
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