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Creating the Movement Event

Once we've got everything switching appropriately and all the content in place, it's time to add the parent movement switch container to the footstep event using the Play action.

[Note] Design Note

Depending on the sound content for movement, playing the armor material sound simultaneously with the sound of the footstep may not be desirable. In situations where it is preferable to give the footstep some room to be heard, the delay property can be used as part of the movement play action. Further adding a fixed delay offset to the movement sound, in addition to delay randomization, increases the randomness and lends itself to a more realistic representation.

Movement switch and delay offset properties

Using this technique we can better represent the sound of movement between footsteps, it also adds a feeling of variation and uniqueness to each footstep event.

Other switch specific functions, such as the ability to drive switches based on game parameters, continuous switch mode, and fade behaviors are additional techniques for creative implementation. Furthermore, switches can be a handy organizational tool and a convenient way to harness game information as part of a streamlined workflow.


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