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0 投票
Hi,

I want to do a breathing system where when the player is calm you hear a slow breathing then when the player starts to run the breathing intensifies and another one when he stops running and is tired.

Right now I have a switch container with a state which tells me what the player is doing, and I play an event that stops the switch container then changes the state and play the switch container again, but I don't really like the transition between them.

What would be the best way to do something like this?

Thanks :)
分类:General Discussion | 用户: Alexandre S. (560 分)

1个回答

0 投票
First of all, I would probably use blend containers controlled via RTPC instead of switch containers. You'll be able to crossfade between breaths a lot better.

Secondly, it would be very useful to check how the Playdead audio team implemented their breathing, because it's way better than what I would do.

That's here: https://blog.audiokinetic.com/inside-game-audio-using-wwise/

 

If you have questions, I can give a little more in depth answer when I'm not at work.
用户: Ian S. (2.1k 分)
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