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In the continued pursuit of randomness and variation, we are going to build a system that utilizes switches in a similar fashion to the previous footstep and movement examples. Instead of focusing on character and step type, we'll use weapon type in conjunction with an expanded list of surface types to allow for an increased level of detail.
This switch group will change based on the weapon type being wielded by either the player or NPC and will be assigned a unique sound object for each type. Now that there is an established switch group for weapon type, it can be used to implement the swings created in the previous section by parenting them within a switch container, setting the switch group, and assigning the objects.
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