Be Aware, A lot of Standard Asset's assets (FPScontroller in particular) don't work in unity 2019.3 and beyond. Either get an older version of Unity, or get Unity's new "Let's Try Assets" to get the revised version of the FPSController.
@ScottGameSounds4 жыл бұрын
Oh wow thanks for sharing that Jeffrey, I wasn't aware, I've pinned your comment so hopefully others will see it. Thanks for the comment :)
@JeffreyDaijiroTaylor4 жыл бұрын
Thanks for the pin@@ScottGameSounds! You make such good videos, I'd hate for people to have to miss out due to trouble with Unity's Assets. The Let's Try Assets pack just came out 15 or so days ago, so the fix seems very recent. Again, really appreciative of all the great content you make :)
@ScottGameSounds4 жыл бұрын
@@JeffreyDaijiroTaylor ah no probablem Jeffery, really happy to hear that you're finding the videos helpful :)
@dexterdextrow7248 Жыл бұрын
so, is that a gonna be a problem for implementing whats shown in the video or?
@Destokado5 жыл бұрын
This is wonderful, the time invested in doing this is amazing, congratulations and thank you. You saved my Audio design final project
@ScottGameSounds5 жыл бұрын
Aw that's awseome, no problem Destokado! I hope you're project does well and get's you good marks. Glad I could help. Let me know if you have any questions about the code and stuff!
@brianskeel61605 жыл бұрын
This is INSANELY helpful! I already shared this video with the developer/programmer I’m worming with so we can come up with some really cool options. Thanks heaps as always, Henry!
@ScottGameSounds5 жыл бұрын
Ah that's so cool! Glad you liked it Brian. Good to hear from you again. Hope you and your family are well!
@shonifari57835 жыл бұрын
I have an assignment for my Sound Design Uni course, I can't wait to implement this scripts to our scene and work on the audio. THANKS A LOT!
@ScottGameSounds5 жыл бұрын
Ah awesome! Good luck with your assignment. Let me know if you have any questions.
@ILETTBOT775 жыл бұрын
There he is
@demonic26655 жыл бұрын
mind blowing! thanks been looking for something similar for like 5 days now
@ScottGameSounds5 жыл бұрын
No problem, happy to save another 5 days of searching for you!
@epicbattles38873 жыл бұрын
Great Tutorial, everything worked and got the coding part of it as well. Used v 2019.4.12. Thanks
@ScottGameSounds3 жыл бұрын
Sweeeet! Thanks for letting me know Epic Battles and thanks for your comment, happy to hear that the video was helpful to you!
@oleg.ptiitz3 жыл бұрын
Would that be applicable for 2d games as well? Thank you so much for these videos, you're doing such an amazing work it's unbelivable!
@ScottGameSounds3 жыл бұрын
In theory, the same sort of methods can be used to make footsteps sounds in a 2D game. However you won't be able to just copy and past the scripts I've made, you'd need to change them quite a bit. For example, anywhere in the FMODStudioFirstPersonFootsteps script that says Physics.Raycast would need to be Physics2D.Raycast to work in a 2D game. I have made a video about footsteps in a 2D game, which I've seen you've already commented on so I'm guesing you're using that. :)
@tulioricci3 жыл бұрын
@@ScottGameSounds Unfortunately that one video became old since Fmod changed their API. I would love to know how I could convert those PhysicsRaycast2D lines to make this work in a 2D topdown game. There is no tutorial available at KZbin about dynamic footsteps in a 2D environment, sadly :(
@rachbowie8 ай бұрын
Hi, I tried this but the script doesn't work with the 2022 version of unity. I'm struggling to implement footsteps with this current version.
@Sal_Paradise32 жыл бұрын
Hi Scott! Many thanks for this tutorial. I have a weird type of bug. Everything works fine, but only when I build the game. On the editor I can't hear any sound whatsoever. But when I build the game everything works perfectly. Do you have any idea why this might happen? Thanks!
@systematic-sound5 жыл бұрын
Great work! THX a LOT!
@ScottGameSounds5 жыл бұрын
Cheers Daniel!
@kicoming93023 жыл бұрын
Excuse me, I want to know what to do if you want to make a character landing more or less, or add a "landing→heavy or light" option to this event, will it be unnatural? Or is this another kind of logic (for example, it has something to do with the falling speed of the characters), I hope it is not as complicated as I thought. thanks!
@ScottGameSounds3 жыл бұрын
No I don't think that would be unnatural at all. In fact I think that's a good idea. You could montior how long the player has been falling for, or how fast they're falling. You could then use that number to set a parameter in FMOD that could control a landing event. That parameter could then do lot's of things. It could play a "heavier" landing sound if it is given a higher number, it could increase the volume or pitch of the event to make it louder, etc. I made a video that monitored a players falling distance which I then used to fade in the sound of wind rushing past the player character. You can check that video out here: kzbin.info/www/bejne/ep2oi62CeN2cfbs hope it helps :)
@kicoming93023 жыл бұрын
@@ScottGameSounds Thank you for taking the time to reply ;D
@wuschelkopf55832 жыл бұрын
Very helpful tutorial!! I really appreciate all the comments in the scripts as well, so it is easy to work with. I have a small problem/question: Our character frequently uses an elevator and because of the way the script works, I am getting a step sound while riding, because the player is moving on the y-Axis (up/down), but also still grounded. Is there a way to ignore the y-Axis in the distance the player has to move to get a step sound?
@Mikaz243 жыл бұрын
Thanks for sharing! I just have a quick question, in my project, I only need running and landing, I don't really need jumping and walking parameters. Would anyone know what portion of the script I should take out for this to work? Thanks in advance!
@kelianregis Жыл бұрын
Hi there, this isn't exactly relevant to the video's topic but I've been following unity/fmod tutorials for a while now and whenever I edit or write scripts in visual studio, some parts that are coloured in the videos I'm watching (here stuff like Vector3, SerializeField, EventRef,...) are just displayed in white in my app. It's very annoying as it hinders the code's readability and I've searched everywhere on internet to find a solution but unfortunately came out empty handed... Any help would be greatly appreciated. Also your tutorials are incredible thank you so much for all the hard work!
@hunterjpierce46233 жыл бұрын
HI Scott! Thanks for the tutorial. I've implemented the scripts and have edited the Fmod project to have the sounds I want. After disabling Unity audio and integrating Fmod I'm not getting any sound from Unity. I've set all the material types in my project but even if those weren't working properly I would still be able to hear the default sound yes? Any advice you can give would be awesome! Thank you for these videos.
@ScottGameSounds3 жыл бұрын
Hey Hunter thanks for watching the video. The first thing I would try of i were you is to make a new 2d event in Fmod, add any sound to it, save and build your bank files, then in unity attach the Studio Event Emitter component to an empty game object, choose the event you've just created and then set it to play on awake or on start. This should play your event as soon as the game starts and you should hear it. If you don't then something is wrong. Give this a go and let me know how you get on.
@hunterjpierce46233 жыл бұрын
@@ScottGameSounds Thank you for the advice! Yes I did what you suggested and got sound from the Emitter component. This game is using the rigid body controller and not the first person controller. Is there something I should edit within the script to make this work?
@MotionMenace22 жыл бұрын
Will this work if the player does not have a rigidbody? Edit: Yes... Yes it does ;) Edit 2: Awesome tutorial as always! Thank you :D
@ScottGameSounds2 жыл бұрын
Thanks ANTN! Good to hear that you found the answer :)
@vu5e-channel5 жыл бұрын
Thank you for this, it really helps on my current side projects. Just wanna ask, have you ever done localization for different languages in FMOD Studio because there's not a lot of localization tutorial on the FMOD Community page itself. If yes and you did a video of it, it'll really a ton of help for me as I'm transitioning from Wwise to FMOD recently. Thanks.
@ScottGameSounds5 жыл бұрын
honestly, I've not done much with dialogue yet, let alone localization. I'll link you to some resources from FMOD forum posts that I've found about the topic. From what I understand is that you want to create an FMOD bank for each language. You then load in the bank containing the language that the player has chosen as they select it in your game. Easiest way to load banks is to use the FMOD Studio Bank Loader component that comes with he integration package you add to your Unity project. You'll want to use Programmer Instruments in your event, and then code them in Unity to play the right audio file depending on the situation in your game and the language the player has chosen. Sadly I must admit, I don't as of yet know how to use programmer instruments in Unity, it's something I'm still trying to learn about as there are a lot of FMOD systems used that are new to me. I'll give you a link to a C# script that does use programmer sounds though, you can just copy it for the time being. I'm sorry I couldn't be much more help Luqman. rest assured that I do plan on sharing stuff about Banks and Programmer Instruments once I understand them fully to share. Dialogue & Localization: fmod.com/resources/documentation-studio?version=2.0&page=dialogue-and-localization.html Studio API Guide: fmod.com/resources/documentation-api?version=2.0&page=studio-guide.html#dialogue-and-localization Programmer Sounds in Unity: qa.fmod.com/t/programmable-sounds-in-unity/13350
@ylvabrandtsegg3045 жыл бұрын
Thank you so much, very helpful! In my project I have different textures on a terrain which would need different footsteps too, do you have any idea on how to implement this?
@ScottGameSounds5 жыл бұрын
Ah, now you've caught me out there Ylva. This method only works when the player is walking on 3D GameObjects, as you can only set each object to one material. If your terrain has a single texture then this method might still work, however if the terrain blends between multiple textures, and you want the sound of the footsteps to match those textures, this method kind of falls apart. Sadly, as of now, I have quite got to grips with Unity's texture system, and am unsure as to how we could change the footsteps based off of textured terrains. I do however now of an FMOD footstep script that can change the material, even when the player is on a terrain. If you go watch this video: kzbin.info/www/bejne/enqaY4B-hcubZs0 and then use the script that you can download here: gist.github.com/WickedJumper/bd44ed1c67080ecc3b98073b75a25bbd you'll see how you can change an FMOD parameter based off of the different textures of a terrain. I'm sorry I couldn't be any more help to you Ylva, but thanks for the comment and watching the video. Let me know if there's anything else I can help you with. Henry Scott.
@ylvabrandtsegg3045 жыл бұрын
@@ScottGameSounds thank you! I've already looked at this, but couldn't figure out how to make it fit my project since I know nothing about coding lol. But I will ask my teacher etc. Anyways, thanks for your help :)
@Unknown-hq4cp3 жыл бұрын
@@ylvabrandtsegg304 If it is very necessary then you can simply remove the collider from the terrain and make separate colliders with no mesh renderer to match the shape of your textures and set up different physical materials on them. Not very practical, but at least something.
@salexmatei5 жыл бұрын
Do you know is there any CPU use on non audible tracks (-infinite dB)? Like if you're running it would seem the walking is still playing.
@ScottGameSounds5 жыл бұрын
Yeah they probably do take up processing power. The audio file still has to be processed by the event and the game triggering the event, even at -infinite dB. However I can't imagine in this case (where the events we're playing only ever play a max of 2 extra audio files that aren't being heard by the player) that much processing power is being taken up by our events. FMOD has a profiler that allows you to test your events as they're played in your game to see how much CPU usage, memory etc is being used up. I might make a video about it one day.
@ignallacay4 жыл бұрын
Hi Scott, thanks for this and the other tutorials. Very helpful. :) I am getting an error message when I import the scripts, which states " 'EventInstance' does not contain a definition for 'setParameterByName'". Has this happened to anyone? Someone knows how to fix it? Full error message: Assets\Scripts\Audio\FMODStudioFirstPersonFootsteps.cs(136,12): error CS1061: 'EventInstance' does not contain a definition for 'setParameterByName' and no accessible extension method 'setParameterByName' accepting a first argument of type 'EventInstance' could be found (are you missing a using directive or an assembly reference?)
@ScottGameSounds4 жыл бұрын
Okay, go into the script, find every line that say 'setParameterByName' and change it to 'setParameterValue. The reason why you're experiencing this error I believe is because you're using FMOD version1.10 or older. The script I wrote works for FMOD versions 2 and newer, as they changed the names of some of their functions between versions. Give this a try and let me know if you're still experiencing issues. Thanks for your nice comment Ignacio!!! :)
@watsoncastelino32055 жыл бұрын
Your Videos are very helpful, im having trouble with footsteps script. unity is able to playtest but my materials are not switching. i kept my default material as 'dirt' but i hear wood material sounds instead, i cross checked if i made any errors but i couldn't find anything wrong. Please help
@ScottGameSounds5 жыл бұрын
Hey Watson. I'm sorry that the scripts aren't working correctly for you. Have you copied the scripts from the video or did you download them from my website? If you didn't download them then I recommend that you do to guarantee that you're using the same scripts as me in the video. You can download them here: scottgamesounds.com/c-scripts/ If you're still getting issues, try adding a Debug.Log function to the footstep script. This will print a message into your console tab in Unity. For example, the function called MaterialCheck checks the ground the player is walking on to find which material they should be hearing. Inside the second 'if' statement of the MaterialCheck function, try adding this line: Debug.Log(hit.collider.gameObject.GetComponent().MaterialValue;); Then save your script and play your game. You should then see numbers appearing in the console tab of Unity as you walk around your game. These numbers represent the different material types you've created. You should see a different number for each different material you walk across. Give this a try and let me know the results. This might help us work out what's not working. You could also try increasing the value inside the RayDistance variable (line 16). This will increase the length that the raycast, which is the invisible line that points down into the ground and checks for a material value, travels for. It's possible that you may be using a taller FPS character model than I did in this video, so the line isn't quite reaching the ground. Give this a try too and see if it makes a difference. Let me know what you find Watson and I'll try and help as best as I can. Thanks for the comment.
@oliverengstrom53765 жыл бұрын
You might have forgotten to put in the Material Parameter Name: Material. That's what happened to me until I noticed I missed that part.
@shadybandit74 жыл бұрын
i the 101 like
@ScottGameSounds4 жыл бұрын
yes
@shadybandit74 жыл бұрын
@@ScottGameSounds wow you replie cool
@ScottGameSounds4 жыл бұрын
@@shadybandit7 hahaha yeah. I wasn't sure what to say but thought I should say something. Thanks for the comment.