For a better way of implementing footsteps, check out this more recent and up-to-date method: kzbin.info/www/bejne/i4m6hphngNWmpNk
@kappabravomusic21015 жыл бұрын
1:39 question. Is there any particular reason you doin't just drag and drop those 6 files in to an event without creating a Multi Instrument, hence dragging and dropping would create it after a pop up with the specifics chosen. Is there is a difference doing it your way? Thanks.
@ScottGameSounds5 жыл бұрын
I don't think it matters. I can't watch the video back at the moment cause I'm out and the internet is being slow, but from what you're describing I don't think it matters which way you do it. So long as you have an event with a multi instrument that plays all of your audio files randomly, everything should be good.
@Greenjah815 жыл бұрын
@@ScottGameSounds ok cool. Thank you. I just thought perhaps there is some sort of difference.
@vamoss4203 жыл бұрын
Hi quick question when i press right click I dont have the option for multisound.... is it the same as multiinstrument ?
@ScottGameSounds3 жыл бұрын
Hey Gabriel. Yes it is. They've changed the name of all of the different "sounds" to "instruments"
@soundsbydane3615 жыл бұрын
Hey. Did you say the tutorial for the character mover and character tuner is in the description? I don't see it. I don't really have coding experience.
@ScottGameSounds5 жыл бұрын
yeah just follow the link labelled 'How to construct a simple First Person Controller with Camera Mouse Look in Unity 5:'. To be honest, this video is a little outdated. I have a more recent one here kzbin.info/www/bejne/h6bNepaebLmDeLc
@rdkaf6 жыл бұрын
Even though the console says "player is not moving" the foodstep sounds are beeing played. Any Idea?
@noski26 жыл бұрын
hey,i try put code script if (Input.GetMouseButtonDown(0)) { //Debug.Log ("Player is moving"); playerismoving = true; } and i have no idea,how add correct code- else if playerismoving = false;
@SixseeksiX2 жыл бұрын
What is this error? Can I fix this? Or is there any solution? warning CS0618: 'EventRef' is obsolete: 'Use the EventReference struct instead'
@SixseeksiX2 жыл бұрын
I fixed it. thank you for this video. it helped me so much.
@tim66222 жыл бұрын
I have the same problem, How did you fix it?
@tahun69 Жыл бұрын
@@tim6622 use public FMODUnity.EventReference inputsound; instead of the [FMODUnity.EventRef] , also add using FMODUnity; so you can just write public EventReference inputsound; . Hope this helps (:
@kiroyoussef66415 жыл бұрын
in my case footsteps sounds like a machine gun when pressing "W". Tried changing the walking speed, but no difference. please help!!! Thanks in advance
@ScottGameSounds5 жыл бұрын
Hey Kiro. I'm not entirely sure why that's happening for you, but I do know that this method I shared in this video is outdated and a little bit poor. I do have a newer method that I made a video about, hopefully you won't have the same issue with this version: kzbin.info/www/bejne/i4m6hphngNWmpNk
@Nilsismen4 жыл бұрын
Hey, Kiro! You've probably solved it by now but I had the exact same issue as you. Got some serious PTSD from the machinegun footsteps.. What had happened for me is that since I placed this inside the player script for ease of access to an if statement to see if the player is moving or not, I didn't notice the reference to "CallFootsteps" inside the "void Update"; which basically meant that as long as the player was moving the oneshot was called for every frame. Good luck on future projects, mate!
@devsimples6 жыл бұрын
My [FMODUnity.EventRef] is not changing the UI on unity, does anyone know why is this happening?
@ScottGameSounds6 жыл бұрын
Make sure that the line containing the string variable starts with the word 'public' like mine does. Also make sure that [FMODUnity.EventRef] is exactly one line above the string variable in your code. If you have multiple string variables accessing events in FMOD then you need to add the EventRef line above each one. Check that you've saved the script before checking back at the UI in Unity. You can copy the script I used in this video form this link www.scottgamesounds.com/vid1-footsteps . Unless you've somehow changed your projects settings to prevent public variables from appearing in Unity, it should be appearing. Let me know how you get on.
@devsimples6 жыл бұрын
Scott Game Sounds thanks for the feedback, but my problem was because I was using odin inspector, sirenix. And it was in conflict with FMOD integration.
@ScottGameSounds6 жыл бұрын
Nice one, glad to hear you figured it out. That's really annoying that some other plug-in is messing things up for you. Best of luck with the project.
@Drodothusfaram5 жыл бұрын
Hello sir! where did you get the footsteps files?
@ScottGameSounds5 жыл бұрын
I think for this video I just recorded them myself
@hate.leather3 жыл бұрын
freesound.com just look up foot steps
@sonorityscape7 жыл бұрын
Awesome tutorial!
@ScottGameSounds7 жыл бұрын
Thanks a lot Daniel 😊
@GoldLionband7 жыл бұрын
thank you very very much!
@ScottGameSounds7 жыл бұрын
Kasia Bitowt no problem at all 😊
@AkiDev7 жыл бұрын
Nice tutorial! usefull
@ScottGameSounds7 жыл бұрын
Thanks Aki ☺️
@NPOCrushader5 жыл бұрын
When would you add a new bank??
@ScottGameSounds5 жыл бұрын
In this example, adding a new bank wasn't needed. Because the implementation of a single event was being demonstrated, only the master bank that FMOD's API automatically loads when the game starts was needed. If this was part of a larger game, the only time you would need to load in a new bank is if you assign the footsteps event to a bank other than the Master Bank, and even then, FMOD's API will have loaded it into the game automatically for you. It loads all banks when a Unity game starts unless told otherwise. Does this help?
@NPOCrushader5 жыл бұрын
@@ScottGameSounds So you don't really need to make other banks?
@ScottGameSounds5 жыл бұрын
Well it depends. If you're making a tiny game with only a very small amount of sounds and events, you could get away with only the master bank. However on medium to large games, you absolutely need them. Banks are physical files that go into your game. They contain sample data (the sounds and audio files themselves) and meta data ( info about events, parameters, modulation, buses etc). When a bank containing sound is loaded into a game, it takes up memory for that platform running the game (a PS4 for example). In large games memory space is limited. They usually need a lot of memory for art, animation and other code. If we put all of our sounds and events into one bank, we'd have to keep that bank loaded in memory whilst the game is running at all times. However this is unnecessary if not all of the sounds are going to be used at once (for example, why load in sounds exclusive to level 2 of a game during level 1?). So to save memory, we create multiple banks, and divide our events and sounds between them for different purposes. This allows us to load banks that only contain the audio we need at one given moment in our game, thus saving memory. When we need sounds from another bank ( for example: the player had left level 1 and is entering level 2) we unload the first bank and load in the next. Does this make sense? Is there anything else I can help you with?
@NPOCrushader5 жыл бұрын
@@ScottGameSounds Now I understand, thank you so much. I am working on a large game where we are gonna use FMOD. So thanks for helping us so much!!
@programmingtacticalcode79686 жыл бұрын
me dont work you are not show all progress in FMOD
@ScottGameSounds6 жыл бұрын
I'm sorry this video wasn't as helpful as you would have liked. What did you feel was missing from it? Was there anything in particular on the FMOD side I didn't address? I may be able to add the information I missed in a future video.
@programmingtacticalcode79686 жыл бұрын
salute can you record how to add footsteps sound with Free Footsteps System in Unity assets store link :assetstore.unity.com/packages/tools/audio/free-footsteps-system-47967 visit or type Free Footsteps System in asstes sotre unity
@programmingtacticalcode79686 жыл бұрын
I do not understand where you saved those sounds in FMOD ?
@programmingtacticalcode79686 жыл бұрын
me show this error : first error:The type or namespace name `FMODUnity' could not be found. Are you missing an assembly reference?
@ScottGameSounds6 жыл бұрын
have you imported the FMOD and Unity integration package? Once this is done it should recognise 'FMODUnity'. You can also try adding to line 4 'using FMODUnity;' but if you've imported the package correctly you shouldn't need it. I have a video about doing this: kzbin.info/www/bejne/f3u1eqKtqcRphqc
@daniellujanmusic24777 жыл бұрын
Now I just need to memorize all these codes :p
@ScottGameSounds7 жыл бұрын
I'll have to look into ways I can give people access to the scripts for them to copy and paste.
@daniellujanmusic24777 жыл бұрын
Well it was worth it anyway because I actually made the footsteps work, so thanks!
@ScottGameSounds7 жыл бұрын
This might be a little late now, but I've just sent up a page for you and others to find all the scripts I use in my videos www.scottgamesounds.com/the-scott-scripts
@gab_gallard6 жыл бұрын
@@ScottGameSounds 404 :(
@ScottGameSounds6 жыл бұрын
Sorry about that, try this link instead: scottgamesounds.dudaone.com/the-scott-scripts
@mikhail.shvachko6 жыл бұрын
Very helpful. Thanks for sharing!
@axelp21044 жыл бұрын
Instead of using >> if (Input.GetAxis ("Horizontal") >= 0.01f || Input.GetAxis ("Horizontal") > if (Input.GetAxis ("Horizontal") != 0) Less stuff to type for the same result ;)
@ScottGameSounds4 жыл бұрын
Cheers Axel! You're so right. That would make it much simpler XD
@Ba-fg1qo6 жыл бұрын
tnx, i love you :D xD
@dominikhaderer41094 жыл бұрын
dude, your character has no feet he can step with!
@ScottGameSounds4 жыл бұрын
oh my god...you're right! I have been lying to the world by adding sounds to action that doesn't exist! I have brought shame upon my ancestors and worst of all, you Dominik. I am sorry.
@dominikhaderer41094 жыл бұрын
@@ScottGameSounds your ancestors are fine. but you're just playing sounds on a timer while there's more to footstep sounds like getting animation timings, getting the position of the feet, surface types, sliding, jumping or running. so the title should rather be "playing sounds on a timer if player presses a button"
@ScottGameSounds4 жыл бұрын
@@dominikhaderer4109 You're absolutely right, there is so much more to playing footstep sounds in games than what I've demonstrated in this video. But I'm hoping this will be a good place for people who arn't too familiar with Unreal, blueprints and Wwise all all to start form. I'm also planning on looking more into things like surface types, running and jumping etc like you've pointed out in future videos. Adding sounds to animations is another topic I plan on discussing at some point. When it comes to footsteps in third person games, that becomes essentials. But a lot of first person games even being released today still don't including models for legs at all, forcing audio implementers to use timer based technique such as this.
@xenoyorshka44195 жыл бұрын
Good tutorial but my footsteps wont stop....
@ScottGameSounds5 жыл бұрын
mmm that could be for a number of reasons. Tbh, I'd recommend you follow my updated version of this video. There's definitly one or two flaws with this method, one of whihcb could be why your footsteps won't stop playing. Here's the updated version: kzbin.info/www/bejne/i4m6hphngNWmpNk If you choose the give that at try, let me know how you get on.