This chapter will look at most entity type footsteps, how to set them up and how to address the player characters footstep spacing.
Chapter 07 A: Footstep – Player
* Adding a basic hierarchy structure with sequence containers
* Adding Wwise Silence SFX to address footstep spacing
* Testing, balancing and validating the hierarchy structure
Video Guide: Here
Chapter 07 B: Footstep – Global Material Types
* Identify missing material floor types in Wwise Profiler log
* Add new Cube script data to fix a missing material type
* Addressing the broken water surface type
Video Guide: Here
Chapter 07 C: Footstep – New Material Type
* Adding new footstep material types to Wwise
* Adding new Material tagging to texture types
* Updating the Cube Default_Map_Settings File
* Testing the updates and validating the Wwise hierarchy Structure
Video Guide: Here
Chapter 07 D: Footstep – Enemy
* Adding a basic shared Wwise hierarchy for multiple enemy entity type
* Adding positioning
* Testing and validating the Wwise Hierarchy updates
Video Guide: Here
Chapter 07 E: Footstep – Close & far Blends
* Focus on the entity type Bauuls footsteps
* Adding Blend Containers to allow for close and far footstep assets
* Testing, balancing and validating the Wwise Hierarchy updates
Video Guide: Here