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How to get Wwise switch containers triggering properly in Unity

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Hi there, thanks for taking a look at my problem. I have managed to get footsteps from Wwise playing in Unity. Now unfortunately, the problem is that the footsteps play anywhere, even when not in a box collider. Any Idea why that might be? Here's my first person controller script. It is standard apart from: I have omitted half of the part about which it uses the unity engine for footsteps and added this line to the end of the footstep section (which STARTS at line 140) instead: AkSoundEngine.PostEvent("Footstep", gameObject); - these changes were inspired by this wwise/unity footstep tutorial: https://www.youtube.com/watch?v=O_ZgQwqOll8&list=PLCUo1xno_MCE6nrrPrVRUOt2cB8lfAFLT&index=4 I have also omitted the other references to the unity audio source so as to enable me to delete the unity audio source component from the first person controller (this might not be necessary, but I noticed the Wwise Unity demo project didn't have a unity source on the FPC). My Wwise project is fully integrated and working normally I believe, with random containers nested inside switch containers, which are put on a box collider with the appropriate surface type selected. I am not an expert so it's possible I might have missed something basic, as well as basic Unity stuff too as I am not an expert in it either. Thank you for your time, Patrick. using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; using UnityStandardAssets.Utility; using Random = UnityEngine.Random; namespace UnityStandardAssets.Characters.FirstPerson { [RequireComponent(typeof (CharacterController))] public class FirstPersonController : MonoBehaviour { [SerializeField] private bool m_IsWalking; [SerializeField] private float m_WalkSpeed; [SerializeField] private float m_RunSpeed; [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; [SerializeField] private float m_JumpSpeed; [SerializeField] private float m_StickToGroundForce; [SerializeField] private float m_GravityMultiplier; [SerializeField] private MouseLook m_MouseLook; [SerializeField] private bool m_UseFovKick; [SerializeField] private FOVKick m_FovKick = new FOVKick(); [SerializeField] private bool m_UseHeadBob; [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); [SerializeField] private float m_StepInterval; [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. private Camera m_Camera; private bool m_Jump; private float m_YRotation; private Vector2 m_Input; private Vector3 m_MoveDir = Vector3.zero; private CharacterController m_CharacterController; private CollisionFlags m_CollisionFlags; private bool m_PreviouslyGrounded; private Vector3 m_OriginalCameraPosition; private float m_StepCycle; private float m_NextStep; private bool m_Jumping; // Use this for initialization private void Start() { m_CharacterController = GetComponent(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle/2f; m_Jumping = false; m_MouseLook.Init(transform , m_Camera.transform); } // Update is called once per frame private void Update() { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } m_PreviouslyGrounded = m_CharacterController.isGrounded; } private void PlayLandingSound() { m_NextStep = m_StepCycle + .5f; } private void FixedUpdate() { float speed; GetInput(out speed); // always move along the camera forward as it is the direction that it being aimed at Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; // get a normal for the surface that is being touched to move along it RaycastHit hitInfo; Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, m_CharacterController.height/2f); desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; m_MoveDir.x = desiredMove.x*speed; m_MoveDir.z = desiredMove.z*speed; if (m_CharacterController.isGrounded) { m_MoveDir.y = -m_StickToGroundForce; if (m_Jump) { m_MoveDir.y = m_JumpSpeed; PlayJumpSound(); m_Jump = false; m_Jumping = true; } } else { m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; } m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); ProgressStepCycle(speed); UpdateCameraPosition(speed); } private void PlayJumpSound() { } private void ProgressStepCycle(float speed) { if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) { m_StepCycle += (m_CharacterController.velocity.magnitude + (speed * (m_IsWalking ? 1f : m_RunstepLenghten))) * Time.fixedDeltaTime; } if (!(m_StepCycle > m_NextStep)) { return; } m_NextStep = m_StepCycle + m_StepInterval; AkSoundEngine.PostEvent("Footstep", gameObject); } private void UpdateCameraPosition(float speed) { Vector3 newCameraPosition; if (!m_UseHeadBob) { return; } if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) { m_Camera.transform.localPosition = m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten))); newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); } else { newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); } m_Camera.transform.localPosition = newCameraPosition; } private void GetInput(out float speed) { // Read input float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); float vertical = CrossPlatformInputManager.GetAxis("Vertical"); bool waswalking = m_IsWalking; #if !MOBILE_INPUT // On standalone builds, walk/run speed is modified by a key press. // keep track of whether or not the character is walking or running m_IsWalking = !Input.GetKey(KeyCode.LeftShift); #endif // set the desired speed to be walking or running speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; m_Input = new Vector2(horizontal, vertical); // normalize input if it exceeds 1 in combined length: if (m_Input.sqrMagnitude > 1) { m_Input.Normalize(); } // handle speed change to give an fov kick // only if the player is going to a run, is running and the fovkick is to be used if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) { StopAllCoroutines(); StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); } } private void RotateView() { m_MouseLook.LookRotation (transform, m_Camera.transform); } private void OnControllerColliderHit(ControllerColliderHit hit) { Rigidbody body = hit.collider.attachedRigidbody; //dont move the rigidbody if the character is on top of it if (m_CollisionFlags == CollisionFlags.Below) { return; } if (body == null || body.isKinematic) { return; } body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); } } }

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