Hello!
I've seen a few answers and videos regarding the creation and implementation of footsteps using Wwise in the Unreal. I've been trying to get this done for 2 weeks now with no success. I'm new to Unreal and Wwise and have a feeling I'm making some basic mistakes that I'm unable to pick out.
I've got my footsteps setup in Wwise as follows:
1. I've created a switch container labeled 'Footsteps" in the Actor - Mixer Hierarchy with its associated Random Containers labeled 'Concrete' and 'Water'.
2. I've then created an event - 'Play_Footsteps'
https://postimg.org/image/dekoyoy1r/
3. In the Game Sync tab, under Switches I've created a switch group labeled 'Materials' with the associated switches, Concrete & Water, nested under it. https://postimg.org/image/qppyvut3x/
4. Under the 'Audio' tab in Wwise, I've made sure that the 'Materials' group in selected in the Switch section and have 'Water' selected as the 'Default Switch/State' https://postimg.org/image/ueqgoumfj/
To get this to work in Unreal 4, I've added the 'Play_Footsteps" event.
The Play_Footsteps event has then been assigned a soundbank within Unreal. I've then gone on to add a Box Trigger and in the Blueprint created for the Trigger, I've connected OnActorBeginOverlap to the Set Switch function with the Switch Group in is assigned to 'Materials' and the 'Switch State' assigned to 'Concrete'. I've also assigned an AKEvent to the running animation and pointed this event to the Play_Footsteps event in Unreal.
When I save, compile and try to run the game, only the sound of the default switch state comes through.
I'll be thankful if one of you could help me out with this. I hope I've provided enough information.
Thanks in advance.
Amit.