Open MonkeyFrogStudio opened 2 years ago
Great minds think alike :) https://github.com/TheGameCreators/GameGuruRepo/issues/2140
Indeed. Sorry I didn't see yours. I've posted there as well.
Don't worry about the duplicate. If many of us ask for it, this function will appear. :)
I've posted this in the other topic, but I'll post it here, too:
The end-user should be able to select an object, such as an imported floor tile, and go to the Material properties on the right to import their custom footfall sounds:
They would navigate to the folder containing the sounds and import the walk sound, such as metal_floorwalk.wav. MAX would use a naming convention to look for all the types of footfall sounds it would use. The naming convention would be something like an underscore ("") followed by a specific name that MAX recognizes, such as "walk", "run", "sidestep", "sneak", etc. Thus, if the end-user imported:
metal_floor_walk.wav
... and the folder also contained:
metal_floor_run.wav metal_floor_sidestep.wav metal_floor_sneak.wav
... MAX would also import all of these to use with this material for when the player ran, sidestepped, and was sneaking on this particular floor tile using this material.
Since footfall sounds are related to materials, could we add a slot to materials, both on import and in the materials properties section when editing an entity, to add our own custom sounds for foot fall effects? I'm creating my own interior-only test level in MAX and would love to have my own custom footfall sounds. Since I've created floor panels, I'd either like to be able to attach footfall sounds to the floor panels or the materials used for those floor panels.