private static void SkeletonOnAnimationEventFootstepMovement( ICharacter character, IComponentSkeleton skeleton, SkeletonEventData e) { if (e.EventName != "MovementStart") { return; } Client.Audio.PlayOneShot( SoundResourceMovement, character, volume: 0.25f, // no variation of pitch and volume pitch: 1.0f); }
// Screen shakes on boss steps! private static void SkeletonOnAnimationEventFootstep( ICharacter character, IComponentSkeleton skeleton, SkeletonEventData e) { if (e.EventName != "Footstep") { return; } const float shakesDuration = 0.1f, shakesDistanceMin = 0.1f, shakesDistanceMax = 0.125f; ClientComponentCameraScreenShakes.AddRandomShakes(duration: shakesDuration, worldDistanceMin: -shakesDistanceMin, worldDistanceMax: shakesDistanceMax); }
private static void SkeletonOnAnimationEventFootstep( ICharacter character, IComponentSkeleton skeleton, SkeletonEventData e) { if (e.EventName != "Footstep") { return; } // play footstep sound GroundSoundMaterial groundSoundMaterial; var tile = character.Tile; // find the latest proto ground object with sound IProtoObjectWithGroundSoundMaterial protoGroundObject = null; foreach (var worldObject in tile.StaticObjects) { if (worldObject.ProtoStaticWorldObject is IProtoObjectWithGroundSoundMaterial proto) { protoGroundObject = proto; } } if (protoGroundObject is not null) { // get sound material of proto ground object groundSoundMaterial = protoGroundObject.SharedGetGroundSoundMaterial(); } else { // get sound material of proto tile var protoTile = (ProtoTile)tile.ProtoTile; groundSoundMaterial = protoTile.GroundSoundMaterial; } ReadOnlySoundPreset <GroundSoundMaterial> soundPresetMovement = null; var protoCharacter = character.ProtoCharacter; if (protoCharacter is PlayerCharacter && PlayerCharacter.GetPublicState(character).CurrentVehicle is null) { // try get movement sound preset override foreach (var item in character.SharedGetPlayerContainerEquipment().Items) { if (item.ProtoItem is IProtoItemEquipmentArmor protoItemEquipmentArmor) { soundPresetMovement = protoItemEquipmentArmor.SoundPresetFootstepsOverride; break; } } } var protoSkeleton = (ProtoCharacterSkeleton)protoCharacter.ClientGetCurrentProtoSkeleton(character); if (soundPresetMovement is null) { // movement sound preset is not overridden - use from this skeleton soundPresetMovement = protoSkeleton.SoundPresetFootsteps; } // use some pitch variation var pitch = RandomHelper.Range(protoSkeleton.FootstepsPitchVariationRange.From, protoSkeleton.FootstepsPitchVariationRange.To); var volume = protoSkeleton.VolumeFootsteps; // apply some volume variation volume *= RandomHelper.Range(protoSkeleton.FootstepsVolumeVariationRange.From, protoSkeleton.FootstepsVolumeVariationRange.To); // apply constant volume multiplier volume *= SoundConstants.VolumeFootstepsMultiplier; soundPresetMovement.PlaySound( groundSoundMaterial, character, volume: (float)volume, pitch: (float)pitch); }